Week 3: Implement a buffs/debuffs system – Tyler Documentation – Tyler Decide on what the engine changes will be implemented – Tyler Give tasks out to the stage 1’s - Tyler Testing grimwood server on roberto – Tyler & Jordan Adding new Dwarf race – Jordan
Implement a buffs/debuffs system – Tyler Documentation – Tyler Make it so that team members names are green and enemy are red - Tyler Decide on what the engine changes will be implemented – Tyler & Jordan Give tasks out to the stage 1’s – Tyler & Jordan Testing grimwood server on roberto – Tyler & Jordan Adding new Dwarf race – Jordan
List What you did: Created a function to play the sounds Created sound datablocks got the sound running when point is being captured
List any problems you had: getting both sounds to run at the same time
Which files did you change: scripts\server\trigger line 273- 275 scripts\server\trigger line 259-261 scripts\server\trigger line 90-163 scripts\server\trigger line 320 - 322
Steven Horvath - oxygen level underwater - 02/03/2012
List What you did: - oxygen depletes properly while underwater - player loses health when oxygen bar emptys - oxygen bar resets when the player comes out - levels stop dropping when player comes out - implemented a field which can allow the user to breathe underwater - changed swim bounding box size to the same size as normal (as we have no swim animations) - added an invert to the guiprogressctrl for more portability - removed the oxygenbar show toggle. (it screwed up) - added a field which sets the percentage of the eye height for easy imlpementation (instead of randomally guessing it, default is still 0.95)
List any problems you had: (n/a)
Which files did you change: Torquescript: - (client) - art/gui/OxygenCounter.gui (toggle removal) - (server) - scrips/server/player.cs ::::::::::::: - changed depleteOxygenLevel, Armor::onHeadEnterWater, Armor::onHeadLeaveWater ::::::::::::: - to be more readable and changeable without hassle
C++: player.cpp - engine method and addition to datablock fields player.h - field and function declarations
Which files did you add:
(n/a)
Have you completed Your current task: Yes, finally!
Week 3:
ReplyDeleteImplement a buffs/debuffs system – Tyler
Documentation – Tyler
Decide on what the engine changes will be implemented – Tyler
Give tasks out to the stage 1’s - Tyler
Testing grimwood server on roberto – Tyler & Jordan
Adding new Dwarf race – Jordan
UPDATE!!!!
DeleteImplement a buffs/debuffs system – Tyler
Documentation – Tyler
Make it so that team members names are green and enemy are red - Tyler
Decide on what the engine changes will be implemented – Tyler & Jordan
Give tasks out to the stage 1’s – Tyler & Jordan
Testing grimwood server on roberto – Tyler & Jordan
Adding new Dwarf race – Jordan
Sean Oloughlin - Sprint - Grimwood - 02/03/2012
ReplyDeleteList what you did:
- got the sprint to work in grimwood, cleaned my code up.
Which files you changed:
Torquescript:
- scripts/client/default.binds.cs
- art/datablock/player.cs
- scripts/server/player.cs
C++
-player.cpp
Complete, just have to add code to the latest version.
List What you did:
ReplyDeleteCreated a function to play the sounds
Created sound datablocks
got the sound running when point is being captured
List any problems you had:
getting both sounds to run at the same time
Which files did you change:
scripts\server\trigger line 273- 275
scripts\server\trigger line 259-261
scripts\server\trigger line 90-163
scripts\server\trigger line 320 - 322
Which files did you add:
N/A
Have you completed Your current task:
- (Yes)
Steven Horvath - oxygen level underwater - 02/03/2012
ReplyDeleteList What you did:
- oxygen depletes properly while underwater
- player loses health when oxygen bar emptys
- oxygen bar resets when the player comes out
- levels stop dropping when player comes out
- implemented a field which can allow the user to breathe underwater
- changed swim bounding box size to the same size as normal (as we have no swim animations)
- added an invert to the guiprogressctrl for more portability
- removed the oxygenbar show toggle. (it screwed up)
- added a field which sets the percentage of the eye height for easy imlpementation
(instead of randomally guessing it, default is still 0.95)
List any problems you had:
(n/a)
Which files did you change:
Torquescript:
- (client) - art/gui/OxygenCounter.gui (toggle removal)
- (server) - scrips/server/player.cs
::::::::::::: - changed depleteOxygenLevel, Armor::onHeadEnterWater, Armor::onHeadLeaveWater
::::::::::::: - to be more readable and changeable without hassle
C++:
player.cpp - engine method and addition to datablock fields
player.h - field and function declarations
Which files did you add:
(n/a)
Have you completed Your current task:
Yes, finally!
I think that's everything...
forgot,
Deletethese were added to the DefaultPlayerData datablock:
canBreatheUnderwater = false;
underwaterEyePercentage = 0.95;