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Post by lubertxthexgreat on Feb 25, 2015 20:49:17 GMT
Is there any way to increase the number of blocks you can place?
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Post by spaar on Feb 25, 2015 20:51:21 GMT
What do you mean by that ? There isn't really a limit on how many blocks you can place, is there ?
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Post by zodium on Feb 25, 2015 20:54:33 GMT
Is there any way to increase the number of blocks you can place? Click the bounding box icon on the top menu? :v
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Post by lubertxthexgreat on Feb 25, 2015 21:24:04 GMT
I have found that even if I click the bounding box once I place a large number of blocks it starts randomly deleting blocks that I previously placed.
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Post by ITR on Feb 25, 2015 21:31:16 GMT
I have found that even if I click the bounding box once I place a large number of blocks it starts randomly deleting blocks that I previously placed. Probably should film it and write a bug report XD
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Post by zodium on Feb 25, 2015 21:35:42 GMT
I have found that even if I click the bounding box once I place a large number of blocks it starts randomly deleting blocks that I previously placed. Post a bug report with your BSG file.
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Post by lubertxthexgreat on Feb 25, 2015 21:56:10 GMT
Oh ok, I will do that later. Thanks guys!!
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Post by ITR on Feb 25, 2015 22:29:32 GMT
Sometimes I get a "Value does not fall inside expected range" error, or something like that, the justdecompile crashes and it can't open the file anymore. Anybody know what might have cause it? (What I was changing) #region " Imports " using System; using System.Collections.Generic; using System.Text; using UnityEngine; #endregion
#region " Referenced assemblies " // - UnityEngine v0.0.0.0 // - mscorlib v2.0.5.0 // - Boo.Lang v2.0.9.5 // - UnityScript.Lang v1.0.0.0 // - Assembly-CSharp-firstpass v0.0.0.0 // - System v2.0.5.0 // - System.Xml v2.0.5.0 // - Assembly-UnityScript-firstpass v0.0.0.0 // - mscorlib v2.0.0.0 // - Assembly-UnityScript v0.0.0.0 // - mscorlib v4.0.0.0 // - Assembly-UnityScript v0.0.0.0 #endregion
class CogMotorController { // Limited support! // You can only reference methods or fields defined in the class (not in ancestors classes) // Fields and methods stubs are needed for compilation purposes only. // Reflexil will automaticaly map current type, fields or methods to original references. void Update() { if (AddPiece.isSimulating && this.myJoint != null) { if (!this.canControll) { Vector3 vector3 = this.myJoint.targetAngularVelocity; float single = Mathf.Lerp(vector3.x, this.degreesPerSecond * (float)this.flipped * this.blockInfoCode.sliderValue, Time.deltaTime * this.speedLerpSmooth); float single1 = single; Vector3 vector31 = this.myJoint.targetAngularVelocity; vector31.x = single1; this.myJoint.targetAngularVelocity = vector31; return; } if (Input.GetKey(this.blockInfoCode.key1)) { if (!this.blockInfoCode.toggleModeEnabled) { this.moveAxis = 1f; } else if(letGo) { this.moveAxis = 1f - this.moveAxis; letGo = false; } } else if (!Input.GetKey(this.blockInfoCode.key2)) { if (!this.blockInfoCode.toggleModeEnabled) { this.moveAxis = 0f; } letGo = true; } else if (!this.blockInfoCode.toggleModeEnabled) { this.moveAxis = -1f; } else if(letGo) { this.moveAxis = -1f - this.moveAxis; letGo = false; } Vector3 vector32 = this.myJoint.targetAngularVelocity; float single2 = Mathf.Lerp(vector32.x, this.degreesPerSecond * this.moveAxis * (float)this.flipped * this.blockInfoCode.sliderValue, Time.deltaTime * this.speedLerpSmooth); float single3 = single2; Vector3 vector33 = this.myJoint.targetAngularVelocity; vector33.x = single3; this.myJoint.targetAngularVelocity = vector33; } } #region " Methods stubs " // Do not add or update any method. If compilation fails because of a method declaration, comment it CogMotorController() { } System.Collections.IEnumerator Start() { return default(System.Collections.IEnumerator); } void Flip() { } System.Collections.IEnumerator BuildFlip() { return default(System.Collections.IEnumerator); } void CheckArrowVis() { } void Main() { } #endregion #region " Fields stubs " // Do not add or update any field. If compilation fails because of a field declaration, comment it float degreesPerSecond; UnityEngine.ConfigurableJoint myJoint; float maxAngularVel; UnityEngine.Transform rotationArrow; int flipped; UndoController2 undoControllerCode; UndoCommandList undoCommandCode; float arrowStartScaleX; bool canControll; float moveAxis; MyBlockInfo blockInfoCode; float speedLerpSmooth; bool letGo; #endregion
}
I'm guessing I added "bool letGo" incorrectly, any pointers?
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Post by Zeblote on Feb 25, 2015 22:33:17 GMT
Look at the comment at the start of that region:
// Do not add or update any field.
To add a field, right click the class in the tree view on the left and go reflexil>inject field (or similar) then save reload the assembly before opening replace with code.
You'll have to use this same approach if you want to add new methods, a new class, a property, etc.
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Post by ITR on Feb 25, 2015 22:44:18 GMT
Look at the comment at the start of that region: // Do not add or update any field. To add a field, right click the class in the tree view on the left and go reflexil>inject field (or similar) then save reload the assembly before opening replace with code. I looked at it, but my stupid brain chose to ignore it, anyways thanks. I'm not exactly sure how to use the inject thingy, I want to add a bool, but whenever I click on the "type" that's usually is int32 it sends me to the assembly/otherstuff thingy and wants me to choose something there (and I can't find either int32 or bool in that list). Could you explain me how to do it? future thanks.
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Post by Zeblote on Feb 25, 2015 22:48:44 GMT
Expand "references" in the tree view for the assembly you want to edit, right click one of the mscorlib entries (irrelevant which, there will be multiple after editing with reflexil) and import it
Then you'll find "Boolean" in mscorlib>system in the type dropdown for "inject field"
After injecting the field and reloading the assembly click on it with reflexil open and you'll be able to edit flags like public/private/etc
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Post by ITR on Feb 26, 2015 8:22:32 GMT
Has anybody made a mod-loader yet?
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Post by spaar on Feb 26, 2015 10:21:45 GMT
Well, multiple people have made one I believe. But no one has released one yet, and we haven't agreed on a format either.
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Post by Zeblote on Feb 26, 2015 10:24:53 GMT
Me and VapidLinus plan to release one together that combines his modloader and sort-of modding api with my tools (inspector, console, etc) but he's currently working on another project.
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Post by zodium on Feb 26, 2015 10:34:56 GMT
Dammit, I want that inspector. :v
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