[QUOTE=kurozael;46238961]Never copy and pasted, unless you're talking about the angle values, in which case I'm not gonna get permission to use a sequence of 3 floats.[/QUOTE]
It's your proejct. There is no reason to make code inconsistency.
that's it. I'm done.
Now I don't have anything to say.
Take this cup and place it on your desk.
[img]http://img4.wikia.nocookie.net/__cb20140703185538/someordinarygamers/images/8/88/Bp_1401520973_youre_winner.png[/img]
[QUOTE=kurozael;46238754]If you want to get petty, most of NutScript's functions originate from functions I wrote initially, and even this code is just a slightly modified version of the code above it which I wrote.[/QUOTE]
Why did you originally write about it being open sourced, and using the tools available to you, then decide to edit your reply here and instead make it bitchy? Did you think the new response was witty?
How about this one for Area Display?
It is just a sample for now.
[media]http://www.youtube.com/watch?v=pFUC5AAEVl8&feature=youtu.be[/media]
[QUOTE=rebel1324;46239376]How about this one for Area Display?
It is just a sample for now.
[media]http://www.youtube.com/watch?v=pFUC5AAEVl8&feature=youtu.be[/media][/QUOTE]
It's pretty cool, font seems a little off though.
finailized and modulized.
Ready to deploy.
[media]http://www.youtube.com/watch?v=LA0Qw1soG5c&feature=autoshare[/media]
I may have broken the item system with my keycard...
[IMG_thumb]http://i.imgur.com/kJgZuUq.jpg[/img_thumb]
In my inventory it says i only have one. :v:
Anyways, does anybody know how i can access the data of an item? (In for example a player using an entity and needing the ITEM.Data for it to work)
[QUOTE=rebel1324;46250620]finailized and modulized.
Ready to deploy.
[media]http://www.youtube.com/watch?v=LA0Qw1soG5c&feature=autoshare[/media][/QUOTE]
Very cool! Do you think it might be a bit distracting though?
[QUOTE=riekelt;46251245]I may have broken the item system with my keycard...
[IMG_thumb]http://i.imgur.com/kJgZuUq.jpg[/img_thumb]
In my inventory it says i only have one. :v:
Anyways, does anybody know how i can access the data of an item? (In for example a player using an entity and needing the ITEM.Data for it to work)[/QUOTE]
(I'm loving the beta testing of this)
[QUOTE=rebel1324;46250620]finailized and modulized.
Ready to deploy.
[media]http://www.youtube.com/watch?v=LA0Qw1soG5c&feature=autoshare[/media][/QUOTE]
[IMG]http://i.imgur.com/2V20xup.png[/IMG]
Seems legit.
It looks pretty cool man.
[QUOTE=kurozael;46253294]Very cool! Do you think it might be a bit distracting though?[/QUOTE]
Well I'm planning to make it re-sizeable.
Also It automatically resizes itself when text is too big for the screen
[media]http://www.youtube.com/watch?v=kHdP3rE4W9M[/media]
The problem with the doors is a map problem, and the Access Granted stays until the door closes, which didn't open on the first place so it got stuck :P (Something that will be fixed)
[img]http://i.imgur.com/YDg2Oc9.png[/img]
inv 2.0
[QUOTE=Chessnut;46278050][img]http://i.imgur.com/YDg2Oc9.png[/img]
inv 2.0[/QUOTE]
You must be the second coming of christ, i've been waiting for this day since TacoScript 2 died.
Just a suggestion I kinda came up with on a whim and wanted to throw out there, but maybe there should be some sort of function within the faction setup which is something like FACTION.paylimit where you can set up up to how many tokens a player is capable of holding on hand at any time, so that when they get payed from the faction pay time it doesn't put the money there and gives them a notice like that they cannot hold anymore funds. This way tokens get devalued much less by having a limit on it. I don't want the people on my server to have billions of tokens just because they can AFK or something. I think it would be useful, personally.
[QUOTE=Boom Rainbow;46297217]-wage caps-[/QUOTE]
So, limited economy?
why don't just follow 'no pain, no gain'?
Well, that wage thing wouldn't be that hard but I don't really see why.
That inventory looks fucking sexy.
If I get what you're saying, you mean only pay people for doing stuff, but the problem is that I can't be on the time so I kinda rely on automated stuff more. Unless you have other suggestions for balancing that?
[QUOTE=Boom Rainbow;46298673]If I get what you're saying, you mean only pay people for doing stuff, but the problem is that I can't be on the time so I kinda rely on automated stuff more. Unless you have other suggestions for balancing that?[/QUOTE]
ehh, What kind of RP do you run?
[t]http://i.imgur.com/3Nlcoi0.png[/t]
- ITEM:transfer(invID) is now finished, so you can easily transfer item instances between various inventories easily + have it networked for you.
- Inventories can be made with nut.item.newInv(charID or 0, invType, callback)
- You can register inventory types or leave it nil to fall back to default inventory size (set by config).
- nut.item.registerInv("giant", 10, 10) registers a 10x10 grid inventory. The callback passes the inventory object that was created.
- Inventory instances are now stored in the database.
So you can easily give anything an inventory.
[QUOTE=Chessnut;46308551][t]http://i.imgur.com/3Nlcoi0.png[/t]
- ITEM:transfer(invID) is now finished, so you can easily transfer item instances between various inventories easily + have it networked for you.
- Inventories can be made with nut.item.newInv(charID or 0, invType, callback)
- You can register inventory types or leave it nil to fall back to default inventory size (set by config).
- nut.item.registerInv("giant", 10, 10) registers a 10x10 grid inventory. The callback passes the inventory object that was created.
- Inventory instances are now stored in the database.
So you can easily give anything an inventory.[/QUOTE]
Out of interest what if you wanted a container that could contain 1000 items?
[QUOTE=kurozael;46309542]Out of interest what if you wanted a container that could contain 1000 items?[/QUOTE]
Since It's grid inventory, You can't carry/store that much.
btw, Who wants to carry item that much?
[QUOTE=Chessnut;46308551][t]http://i.imgur.com/3Nlcoi0.png[/t]
- ITEM:transfer(invID) is now finished, so you can easily transfer item instances between various inventories easily + have it networked for you.
- Inventories can be made with nut.item.newInv(charID or 0, invType, callback)
- You can register inventory types or leave it nil to fall back to default inventory size (set by config).
- nut.item.registerInv("giant", 10, 10) registers a 10x10 grid inventory. The callback passes the inventory object that was created.
- Inventory instances are now stored in the database.
So you can easily give anything an inventory.[/QUOTE]
Looks Great. I want to meet that hurry.
[QUOTE=rebel1324;46309631]Since It's grid inventory, You can't carry/store that much.
btw, Who wants to carry item that much?[/QUOTE]
The point is, that if a developer wanted to make a schema with a container that held that much, this new system would make that difficult. This is the problem I've always found with grid inventories, is that they offer no worthwhile advantages.
[QUOTE=kurozael;46310799]The point is, that if a developer wanted to make a schema with a container that held that much, this new system would make that difficult. This is the problem I've always found with grid inventories, is that they offer no worthwhile advantages.[/QUOTE]
If you're reffering private stash like MMO, There is plenty of ways to take care of it with keeping that itemID.
Currently, If Item's Inventory Assignment is (0 or nil), Script consider that as the item is on the world.
Maybe we can add one more status, -1. Which means 'Exists only in logic'.
This will allow us to make it whole different way, like Grid Inventory to List Inventory.
Making this -1, logic status, You can stack unlimited amount of items to the void but still It's exist.
In other possibility, The point you made would meaning about Loadout Stash, which can Combine Overwatch or other similar Military force take thier equipments.
In this case, Making another plugin would be more cheaper.
[QUOTE=rebel1324;46311018]If you're reffering private stash like MMO, There is plenty of ways to take care of it with keeping that itemID.
Currently, If Item's Inventory Assignment is (0 or nil), Script consider that as the item is on the world.
Maybe we can add one more status, -1. Which means 'Exists only in logic'.
This will allow us to make it whole different way, like Grid Inventory to List Inventory.
Making this -1, logic status, You can stack unlimited amount of items to the void but still It's exist.
In other possibility, The point you made would meaning about Loadout Stash, which can Combine Overwatch or other similar Military force take thier equipments.
In this case, Making another plugin would be more cheaper.[/QUOTE]
Hey, will there be a option to remove the grid inventory and replace it with the old one?
[QUOTE=kurozael;46310799]The point is, that if a developer wanted to make a schema with a container that held that much, this new system would make that difficult. This is the problem I've always found with grid inventories, is that they offer no worthwhile advantages.[/QUOTE]
You could just change the inventory size through the config to a big number if you wanted to store 1000 items.
[QUOTE=kurozael;46310799]The point is, that if a developer wanted to make a schema with a container that held that much, this new system would make that difficult. This is the problem I've always found with grid inventories, is that they offer no worthwhile advantages.[/QUOTE]
you're just salty that nutscript has a better inventory than clockwork
This is some really good stuff for making e.g. wallets, boxes and shiz.
I could even think of a building system working with this, e.g. dragging Hard Drives, Chips and such in and out of electronic devices.
Keep up the good work Chessnut!
[sp]get rekt CW[/sp]
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