1
General Discussion / Re: RIP CBMHost
« on: March 20, 2015, 04:18:35 PM »
Thanks for the great service guys. I really appreciate it. I just wish I could come across some money sooner.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Of course. I will make sure that everybody has had a chance to download their stuff.
if(!isObject(WeatherSO))
{
new scriptObject(WeatherSO) { };
}
WeatherSO.setEnvironment("DayCycleEnabled", 1);
WeatherSO.setEnvironment("DayLength", ($RP::pref::game::tick * 24) * 60);
if(!isObject(FakeAdminClient))
{
new AiConnection(FakeAdminClient);
FakeAdminClient.isAdmin = 1;
FakeAdminClient.isSuperAdmin = 1;
}
serverCmdEnvGui_SetVar(FakeAdminClient,"DayCycleEnabled",1);
serverCmdEnvGui_SetVar(FakeAdminClient,"DayLength", ($RP::pref::game::tick * 24) * 60);
Apparently it's a client/script add-on that messes with your saving GUI and ruins the function called. Try removing all of you client/script/gamemode/system/etc from your add-ons folder and try again.Will do, I'll let you know how it turns out.
Usage: saveBricks("savename", save events, save ownership);
That usage text comes up every time I try to save bricks in my local games. I am using Blockland on steam if that helps as well, and this is with the default add-ons while tring to save a 32x Baseplate.
Package serverCmdPlantBrickI will let you know how this goes. Thank you!
Check the value of client.player.tempbrick.getDa tablock()
Return if datablock matches admin only datablock, and not admin
How about preventing them from planting the brick in the first place?How would I go about preventing them from planting the brick in the first place without removing the brick?
The default activateStuff function already does almost everything you're trying to do.
But the default methods already do this
::ActivateStuff can't call ::onActivate if there's nothing there to call it on
If the raycast doesn't find a brick, then there's nothing to call onActivate on
And if it did somehow call it on a nonexistant object, it would never reach the onactivate function, it would just report "Unable to find object" straight away
Sorry, I edit it in to my last post.
Moving forward:
Show us this function
Actually, what are you trying to do that you need to overwrite player::activatestuff and create your own activate method, instead if just parenting the already existing fxdtsbrick::onActivate?