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Messages - BI0-Hazzard

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46
General Discussion / Re: Why does blockland have this glitch?
« on: March 23, 2016, 06:38:21 PM »
I don't see why that would cause a problem with connections, is your Blockland behind any firewalls? It could be a misconfiguration in that? I don't think the master server has any blocks involved for webcom_postserver cmds, who knows?

47
Suggestions & Requests / Re: Automatically announce when I'm saving.
« on: March 20, 2016, 03:45:05 AM »
Have you tried using the Support_AutoSaver add-on? It saves bricks with little lag

48
Add-Ons / Re: New Map Rotation (v1) [MINIGAME ONLY]
« on: March 19, 2016, 10:47:41 PM »
UPDATE v1.1
So, what's new?

Instead of specifying the 10 saves in the server prefs, it will automatically pick up save files in a folder called "NewMapRotation" within the Blockland Server's saves folder. If you run the server with the updated version of this add-on, it will automatically create that folder for you and place a cheeky readme file in it.

New commands:
/reloadmaps - Reloads the server's collection of maps so you can add more maps to the rotator whilst the server is running.
/mapList - Shows you a list of maps that the server has collected.

The download link in the OP is to the updated version.

I'll be working on Slayer preferences for the next update.

49
Add-Ons / Re: New Map Rotation (v1) [MINIGAME ONLY]
« on: March 19, 2016, 09:41:16 PM »
Why ten at most?
Ten to start with, can easily develop it into more, I might just make it designate a folder in the saves where it counts every save file.

Hm, that sounds like the way to go.

50
General Discussion / Re: Blockland Memories
« on: March 19, 2016, 12:24:01 PM »
One of my first servers I joined "back in the day" was Diggy's Metropolis RPG, forever getting stuck under the roads or getting shot by a gang of criminals. That server had my first build which was a mini bar.

Along with that, I didn't understand the events system that well, so to make a light switch I'd have two blocks and have onPlayerTouch events on them. God, I've come a long way.

Haha

51
Gallery / Re: Cohort Team - A Soviet City
« on: March 19, 2016, 12:21:15 PM »
Some truly amazing building talent here, I've been playing since 09 but crap, I can't build like that, I don't think I have the creativity nor patience to make something as amazing as this looks.

Honestly, it's looking brilliant!

52
General Discussion / Re: Blockland with a Gamepad
« on: March 19, 2016, 10:59:30 AM »
I understand that for mouse movement. I'm talking about WASD.
It deals with them quite well, I've managed to drive things quite well, the eight-point inputs are converted to 4 (with the option of converting back to the eight-point).

I don't really know how else to describe it, it's working quite well for me

53
General Discussion / Re: Blockland with a Gamepad
« on: March 19, 2016, 10:36:58 AM »
The issue with using something like joy2key is that you don't get sensitivity on movement, which makes it incredibly loving awkward. Having a 360 stick with varying intensity having you move in 8 directions always at full force is something that will always bother me and why I believe native controller support is always, always better than things like joy2key.

I understand that, however this has support for that, set the mouse movement to 1 or -1 depending on what way you want it to move, then you can specify a number for it to times by as the input increases.

Attached screenshot;

54
General Discussion / Re: Blockland with a Gamepad
« on: March 19, 2016, 09:50:35 AM »
I stumbled across something similar yesterday, I was playing with an xbox one controller.

I used something called "JoyToKey" which allows me to bind each button/brown townogue stick to a certain mouse movement or keyboard key.

JoyToKey is available as a free trial, but its only $7. Download is here
I use 3 different profiles/configs for Blockland, one is standard playing, the other two are driving in a grounded-vehicle and another for flying planes etc.

If you do want to try this out, my configs are available to download here
You just need to put these in the main install directory wherever "JoyToKey.exe" is.

EDIT: You can fully customize the controller using this, for example my flying config, if you press the A button, it'll keep jumping until you press it again - this is really helpful with Vehicle Height Control.
You can also setup the sensitivity for the controller on each button, honestly its huge! From what I've seen, it's a great software, I'd highly recommend it.

55
Add-Ons / Re: New Map Rotation (v1) [MINIGAME ONLY]
« on: March 18, 2016, 04:55:52 PM »
Sorry. Wasn't trying to be rude.
It's easy to read things the wrong way. I simply mean't that this has a lot of unused potential.

I didn't see it as rude, I get what you meant. At the moment this is in it's early stages of development but I'll be upgrading it when I have the time

56
Add-Ons / Re: New Map Rotation (v1) [MINIGAME ONLY]
« on: March 18, 2016, 04:44:15 PM »
This was just a basic map rotation system, I wasn't planning on making it the best thing out there. I mean if I spent a little more time on it, I could make it flick through all of the maps in a folder which is what I'm planning to do next

57
Add-Ons / Re: Rising lava weapons [moving to Suggestions and requests]
« on: March 18, 2016, 04:40:50 PM »
Here's the Rising Lava default weapons:
Power Staff (Sponsor)
Golden Pushbroom (VIP)
Standard Pushbroom

Link is here

58
Add-Ons / Re: New Map Rotation (v1)
« on: March 18, 2016, 03:05:04 PM »
I'd highly suggest using Slayer prefs instead of RTB prefs. RTB is outdated and with Slayer prefs if can be specific to your minigame.

Sounds like a good idea, I'll have a look at the slayer docs.

59
Suggestions & Requests / Re: A Map Cycle Mod
« on: March 18, 2016, 02:59:53 PM »
Okay that's fine, and thank you so much

Its done!
See the topic, here.

60
Add-Ons / New Map Rotation (v1.1) [MINIGAME ONLY]
« on: March 18, 2016, 02:59:19 PM »
It's a map rotator, but it's new.
Okay, so this was influenced by this topic.

The map rotator works with RTB's server control feature so you have pretty much full control over the functionality of the script.
If you don't have the RTB server control (or another add-on that is compatible with the RTB hooks), I'd recommend getting it here.

So, the script contains 3 5 commands.
/mapHelp - Probably the most important command, if you have the rights to use the other 2 commands (dictated in the prefs) they will show up when calling this one.
/voteNext - Allows players (who are of a certain permission - again dictated in the prefs) to vote for the next map, the next map will automatically load when up to n players have called this command. The minimum number of votes are available to edit in the prefs. By calling /voteNext once you've already voted, it will cancel your vote.
/nextMap - Allows a user (of a certain permission - the prefs of course) to load the next map at any time during the game.

New Commands:
/reloadmaps - Reloads the server's collection of maps so you can add more maps to the rotator whilst the server is running.
/mapList - Shows you a list of maps that the server has collected.

Important:
For this to work, you have to be in a DEFAULT minigame, it can't just be a minigame, it has to be default.
The commands will not work unless you are in a default minigame.

This also has a 'cooldown' spam protection which again can be adjusted in the server prefs.

The server prefs include:
Map Rotation:
Enabled - Turn it on and it works, turn it off and it doesn't!
Who can vote for the next map? - Restricts the /voteNext to whatever is set (Anyone/Admin/Super/Host)
Who can call the next map? - Restricts the /nextMap to whatever is set (Admin/Super/Host)
Minimum votes to next map - When the /voteNext is called, it'll add up the votes until this set number, it'll then load the next map automatically.
How many seconds before next cmd - This is cool-down spam restriction timer, a number between 0 & 59 (seconds) before a player can call another command.
After how many rounds to load next? - A number between 1 & 10, when the minigame resets, it'll add up until this set number, it'll then automatically change the level.

Map Rotation - Maps:
Up to 10 maps can be set - Scratched in update, see below!


UPDATE v1.1
So, what's new?

Instead of specifying the 10 saves in the server prefs, it will automatically pick up save files in a folder called "NewMapRotation" within the Blockland Server's saves folder. If you run the server with the updated version of this add-on, it will automatically create that folder for you and place a cheeky readme file in it.

New commands:
/reloadmaps - Reloads the server's collection of maps so you can add more maps to the rotator whilst the server is running.
/mapList - Shows you a list of maps that the server has collected.

--

I'll be working on Slayer preferences for the next update.

When the rotator kicks in:
All players will be put into observer mode (practically un-spawned).
The script will clear all of the bricks that were previously loaded.
The script will then load the next save file in the map rotations list.
Players will be respawned in the appropriate spawn-points.

IMPORTANT: When you load the mod and are running a default minigame, please use /nextmap to start the rotation system!

All sorted? Awesome.
Place the add-on into the add-ons folder of your Blockland Server, and enable it. All the standard stuff.

Download here

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