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Post by spaar on Feb 26, 2015 12:15:50 GMT
Dammit, I want that inspector. :v Yeah, I'd love to use that as well. My explorer... works, but especially when it comes to objects as childs of other ones, it's far from ideal.
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Post by ITR on Feb 26, 2015 12:23:57 GMT
Can't somebody with a good inspector just share it as a temporary version?
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Post by ITR on Feb 26, 2015 13:16:25 GMT
Does anybody know what import I need for audio? Sticking "UnityEngine:" in front of stuff didn't work: The method: (with "UnityEngine." added the places it works) void Update() { if (Input.GetKey(this.blockInfoCode.key1)) { UnityEngine.Object.Destroy((FixedJoint)this.parentObj.gameObject.GetComponent(typeof(FixedJoint))); this.isJoined = false; this.audio.PlayOneShot(this.dropSound); this.StartCoroutine_Auto(this.SetCanJoin()); } }
Current stuff I figured I had to import: #region " Imports " using Boo.Lang; using System; using System.Collections; using System.Collections.Generic; using System.Runtime.CompilerServices; using UnityEngine; #endregion
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Post by Zeblote on Feb 26, 2015 13:41:08 GMT
What's the error?
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Post by ITR on Feb 26, 2015 14:09:35 GMT
JoinOnTriggerBlock doesn't contain a definition for audio JoinOnTriggerBlock doesn't contain a definition for StartCoroutine_Auto
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Post by spaar on Feb 26, 2015 14:17:33 GMT
You probably need to add the " : MonoBehaviour" at the class definition, since that's where those usually come from
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Post by ITR on Feb 26, 2015 22:16:11 GMT
Does anybody know the addPiece.currentBlockType numbers for the different blocks? Here's a picture I made where they are sorted after it, but since the method I used to sort them didn't work for normal blocks, there are a few that's missing so I can't count to it: (The first block has the currentBlockType 1)
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Post by VapidLinus on Feb 27, 2015 1:21:22 GMT
Does anybody know the addPiece.currentBlockType numbers for the different blocks? Here's a picture I made where they are sorted after it, but since the method I used to sort them didn't work for normal blocks, there are a few that's missing so I can't count to it: (The first block has the currentBlockType 1) Not all new blocks, but here are most: i.imgur.com/XshVibG.pngTo see 4, 8 and 13, check this: besiege.freeforums.net/thread/323/discovered-3-secret-unused-blocksUnrelatedI'm not dead btw. I've just been ill for a week or so, and now I'm working on another project to meet a deadline. However, my modloader will be released in a few weeks
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Post by ITR on Feb 27, 2015 7:23:55 GMT
Does anybody know the addPiece.currentBlockType numbers for the different blocks? Here's a picture I made where they are sorted after it, but since the method I used to sort them didn't work for normal blocks, there are a few that's missing so I can't count to it: (The first block has the currentBlockType 1) Not all new blocks, but here are most: i.imgur.com/XshVibG.pngTo see 4, 8 and 13, check this: besiege.freeforums.net/thread/323/discovered-3-secret-unused-blocksUnrelatedI'm not dead btw. I've just been ill for a week or so, and now I'm working on another project to meet a deadline. However, my modloader will be released in a few weeks Oh, right, forgot about the secret blocks. Do you perchance know how to edit the prefabs or their similars?
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Post by spaar on Feb 27, 2015 7:59:30 GMT
Oh, right, forgot about the secret blocks. Do you perchance know how to edit the prefabs or their similars? Not sure if you can edit the prefabs themselves, but you can probably manipulate the block by editing their entry in AddPiece.blockTypes. I think that's where they come from when you create a new block. And when loading I think they come from AddPiece.prefabs, so you may want to take a look there as well. This is mostly based on some observations, haven't completely tested it, but it works for me when creating new block types.
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Post by ITR on Feb 27, 2015 8:08:05 GMT
Oh, right, forgot about the secret blocks. Do you perchance know how to edit the prefabs or their similars? Not sure if you can edit the prefabs themselves, but you can probably manipulate the block by editing their entry in AddPiece.blockTypes. I think that's where they come from when you create a new block. And when loading I think they come from AddPiece.prefabs, so you may want to take a look there as well. This is mostly based on some observations, haven't completely tested it, but it works for me when creating new block types. I checked AddPiece and found blocktypes yesterday, but cpuldn't find the part where they loaded them. Guess I'll check again later.
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Post by Zeblote on Feb 27, 2015 11:07:47 GMT
They've set the prefabs in the unity editor, so you won't find any code that assigns them. The information is saved in the scene file and automatically assigned when the component is created.
Generally, if a class is a MonoBehavior and has public fields that aren't assigned, they're set in the editor and you can't modify them externally.
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Post by spaar on Feb 27, 2015 11:33:39 GMT
What Zeblote said is correct, however you still have some possibilities. If you inject your own code, you can for example always change the objects stored in the blockTypes or the prefabs array, to modify what blocks are built and/or loaded. That's what I'm currently doing to create new types of blocks, currently concrete and the multishot cannon. You have to do that every time a new scene is loaded though, because as Zeblote explained they are automatically reset.
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Post by ITR on Feb 27, 2015 20:24:02 GMT
Somebody should make a "how to install" thread for mods. Is there a difference between installing steam/humblebunde or between the operating systems?
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Post by Zeblote on Feb 27, 2015 20:27:37 GMT
Humble and steam dlls aren't identical so you'll have to create 2 versions.
However, you've already hit a problem. You created 2 small mods and users cannot install both at the same time. A modloader couldn't solve this either as your mods require modified assemblies, which can't be easily merged.
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