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Post by Von on Mar 1, 2015 19:40:30 GMT
Ok Guys,
We've just had a meeting about the distribution of Besiege files & code.
I'm pleased to say that we have come up with the rough outlines of a modding license for the game that will allow you guys maximum freedom, whilst protecting Besiege as a product & allowing modification without the violation of our or other's copyright.
We'll be drawing up a final license soon, but for now we'd ask that you hold off on any further distribution until we can get everything sorted.
Your activities are genuinely exciting us about the future of Besiege!
Thanks again for your patience.
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Post by ITR on Mar 1, 2015 19:48:02 GMT
Ok Guys, We've just had a meeting about the distribution of Besiege files & code. I'm pleased to say that we have come up with the rough outlines of a modding license for the game that will allow you guys maximum freedom, whilst protecting Besiege as a product & allowing modification without the violation of our or other's copyright. We'll be drawing up a final license soon, but for now we'd ask that you hold off on any further distribution until we can get everything sorted. Your activities are genuinely exciting us about the future of Besiege! Thanks again for your patience. Oh, could you consider telling us which components/scripts are connected to which gameObjects? It would help so much in case we have to use GetComponent();
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Post by spaar on Mar 1, 2015 20:38:13 GMT
Oh, could you consider telling us which components/scripts are connected to which gameObjects? It would help so much in case we have to use GetComponent(); What do you mean by that ? Can't you just call GetComponents<Component>(); on an object and print out what you get ? Or did I misunderstand you ?
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Post by ITR on Mar 1, 2015 22:15:59 GMT
Oh, could you consider telling us which components/scripts are connected to which gameObjects? It would help so much in case we have to use GetComponent(); What do you mean by that ? Can't you just call GetComponents<Component>(); on an object and print out what you get ? Or did I misunderstand you ? That's a good point. Though wouldn't I need to have each object though? I guess I could just put it in every class, or just check the name of the object for each :/
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Post by Zeblote on Mar 1, 2015 22:58:28 GMT
Explain what you want to do not how you want to do it, there is most likely a better way
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Post by ITR on Mar 2, 2015 8:25:30 GMT
Explain what you want to do not how you want to do it, there is most likely a better way Okay, Unity uses a system where you can connect specific scripts and components to an object, and that object will execute all of those scripts if they are active and the object is active. That's a problem for us who can't access objects and prefabs easily, because there's no actual link between these scripts in the code. However, to access those scripts we can use GetComponent<[Script Name]>(), which returns the script connected to that object as that script: SomeScript a = GetComponent<SomeScript>(); and we would be able to use that to reference that script and it's variables. We can't use SomeScript a = new SomeScript(); , because that would create a new script without the variables connected to the object. The problem lies in that GetComponent only works if the script is actually connected to that object. If it's a parent we could use transform.parent.GetComponent<[Script Name]>(), and for children we could use GetComponentInChilder<[Script Name]>(), but we would need to know where the script is, or else it won't work. If the script is in a completely different object we can't do anything at all.
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Post by spaar on Mar 2, 2015 10:26:04 GMT
If the script is in a completely different object we can't do anything at all. Well, except getting a reference to that object. You could for example get a list of all active objects using GameObject.GetObjectsOfType<GameObject>() or something like that. That is a pretty big performance drain though, so I would only use it while developing, if your computer can handle it alright. You can also get objects by name I believe. So there are definetly some options.
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Post by ITR on Mar 2, 2015 10:55:39 GMT
If the script is in a completely different object we can't do anything at all. Well, except getting a reference to that object. You could for example get a list of all active objects using GameObject.GetObjectsOfType<GameObject>() or something like that. That is a pretty big performance drain though, so I would only use it while developing, if your computer can handle it alright. You can also get objects by name I believe. So there are definetly some options. One option that might work would be instantiating some objects as children at the same coordinates, then assign the parents of those children to make the objects work together, but OnCollision() is a little bit glitchy.
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Post by spaar on Mar 2, 2015 11:05:07 GMT
What do you want to do ? IWhy do you want 2 objects to work together ? (Also, should we continue this discussion on the other forum, in the discussion thread ? We are kind of getting off-topic here, no? )
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Post by ITR on Mar 2, 2015 13:00:05 GMT
What do you want to do ? IWhy do you want 2 objects to work together ? (Also, should we continue this discussion on the other forum, in the discussion thread ? We are kind of getting off-topic here, no? ) Not as much objects as scripts. Like, if I want to use the Time-Slider variables in a function I've made in AddPiece, I can't use GetComponent<TimeSlider>(), because they're not on the same object.
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Post by Zeblote on Mar 2, 2015 13:03:59 GMT
(Also, should we continue this discussion on the other forum, in the discussion thread ? We are kind of getting off-topic here, no? ) The original topic has ended, building new dlls from source makes no sense modding wise, so we can re-purpose this topic However I still have no idea what ITR wants to do. You're still talking about how you want to do it, what should the mod that you're working on do as a whole?
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Post by Zeblote on Mar 2, 2015 13:07:42 GMT
Not as much objects as scripts. Like, if I want to use the Time-Slider variables in a function I've made in AddPiece, I can't use GetComponent<TimeSlider>(), because they're not on the same object. AddPiece blah;
void Start() { blah = GameObject.Find("BUILDER").GetComponent<AddPiece>(); }
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Post by ITR on Mar 2, 2015 13:52:43 GMT
Not as much objects as scripts. Like, if I want to use the Time-Slider variables in a function I've made in AddPiece, I can't use GetComponent<TimeSlider>(), because they're not on the same object. AddPiece blah;
void Start() { blah = GameObject.Find("BUILDER").GetComponent<AddPiece>(); } So I can take it AddPiece is a part of the object Builder?
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Post by Zeblote on Mar 2, 2015 13:56:23 GMT
AddPiece is usually attached to the gameobject called "builder", yes
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SarahC
Builder
-Worried about the mod community-
Posts: 36
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Post by SarahC on Mar 4, 2015 13:52:46 GMT
Von, is their any news on the new license?
In the mean time I'm going to look at that slow-down that plagues large machines - the core the game runs on stays around 70%...
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