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Messages - DaBlocko

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151
Help / Re: Randomized bot movement
« on: March 12, 2016, 02:45:04 PM »
if you have bots travel on the left/right of pathways, they won't collide, but will still be moving on a grid of nodes
think of the pathways as streets and the nodes as intersections, then the bots are the cars
I've considered doing this.  Also adds 4 times the events which I want to stay away from if I can.  Will probably be a last resort.

typically if two bots run into each other they tussle it out and one of them usually jumps or goes to the side of the other
I'm using the default bots which in this case do nothing but move from brick to brick. 

152
Help / Re: Randomized bot movement
« on: March 12, 2016, 01:22:27 AM »
make it go to other brick if takes too long
How so?

153
Help / Randomized bot movement
« on: March 11, 2016, 08:04:57 PM »
I'm working on a build that involves bots randomly moving in a grid pattern, however, they tend to get stuck as they will eventually move toward eachother and can no longer reach the next brick.

Is there any way to either have the bots be non-colliding with other bots, or something such as "onBotTouched > bot > returnToBrick"?  <--- this would return the bot to the brick that had just called "goToBrick" on the bot.

154
Disabling lights in Slayer results in clips not being able to be loaded btw.  Will test normal minigames.

155
Add-Ons / Re: Slayer | New game modes: Elimination, Gun Game
« on: March 10, 2016, 08:48:30 PM »
Is there a way to control the appearance of a player in a deathmatch gamemode?

If not, could that be added?

156
Help / Re: Architectural Revised Colorset
« on: March 10, 2016, 07:30:20 PM »
lol thanks again

157
Help / Re: Architectural Revised Colorset
« on: March 09, 2016, 11:43:34 PM »
Awesome thanks!

Does anyone have the Limbo environment as well?  Download is broken on the forum page.

158
Help / Architectural Revised Colorset
« on: March 09, 2016, 08:46:11 PM »
Does anyone have a copy of this colorset?

Yes I already searched.

159
This is awesome.  Would it be possible to have bullet items as well? So individual bullets could be loaded? I guess I'm thinking even more of a Receiver style, where you can pick up both bullets and clips and refill the clips.  
Edit: Would still be cool to have a separate inventory for holding bullets and clips, so that you could hold bullets for later.

Would it also be possible to pick up unspent casings that are ejected when you pull back the slide?

I figured out that you need a magazine that has space to be able to pick up bullets.


Still very cool.  Could definitely work for a slightly more in depth shooter without being incredibly cumbersome.

Edit: Upon further actual testing...
I see that the revolver takes single shells.  Would be nice to implement this for the other weapons but the bullets would fill the clips instead of the gun (obviously)

Implemented :P

Edit2: Would be cool if empty magazines for weapons such as the m14 would actually contain empty models,  I suppose that would increase datablocks tho.  Full magazine is an empty model with the correct number of bullets?  Idk.

Edit3: Bandolier item that increases clip space with a pref to determine how many bullets/clips could be "attached"?  Ugh, I should probably just learn to code.

Edit4: Also a pref to drop an empty clip when it is ejected from a weapon, disregarding the space in the inventory.

160
Off Topic / Re: what's your internet speed?
« on: March 08, 2016, 09:47:25 PM »

161
Add-Ons / Re: Script: Basic Client to Admin Chat
« on: March 07, 2016, 06:51:36 PM »
What if the admin has some name with bullstuff unicode which is untypable with a standard keyboard like ßlöükfáce?

Mind adding in a nickname system or replacing the admin's name with its BL ID?
ID would be very nice.

162
Add-Ons / Re: New Duplicator 1.3.4 | TUTORIALS
« on: March 06, 2016, 09:47:47 PM »
Didn't know you could do /d.
So handy!

163
the blocky one looks like a regular helmet or maybe a space helmet

the pointy ones both look like knight helmets to me



This is what I see them as.

So maybe it would be odd to have visors on those, but a knight-ish visor on the regular helmet would be cool.

164
Add-Ons / Re: Procedural Terrain Generator (2nd Video Tutorial Added)
« on: March 06, 2016, 12:58:09 PM »
Possibly you should come up with a MERP mode? One that makes the terrain with plates.
This.  Or can we already set the terrain to 1x1s or 2x2 plates?

165
And if we could do plumes on a hat, why not visors on a knight helmet? Obviously wouldn't look too hot but if we could modify that stuff it would be nice. 

But we should definitely be able to do plumes on the bicorn.

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