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Messages - Gordo12699

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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.

2
Of course. I will make sure that everybody has had a chance to download their stuff.

Thanks. This service is the best I've used. It's a shame it could be going down. I'll donate as soon as I can.

3
Before it goes down will we have time to download our server's blockland game folders?

4
Modification Help / Re: Valid Replacement for AiConnection? [SOLVED]
« on: March 09, 2015, 03:08:22 PM »
It worked, thank you!

5
Modification Help / Re: Valid Replacement for AiConnection?
« on: March 09, 2015, 02:21:58 PM »
I'm using these functions but it still will not manipulate the environment settings. This is what I did:
Code: [Select]
if(!isObject(WeatherSO))
{
new scriptObject(WeatherSO) { };
}

I added the WeatherSO:: before each function

Code: [Select]
WeatherSO.setEnvironment("DayCycleEnabled", 1);
WeatherSO.setEnvironment("DayLength", ($RP::pref::game::tick * 24) * 60);

I don't get any syntax errors but nothing happens either.

6
Modification Help / Valid Replacement for AiConnection? [SOLVED]
« on: March 09, 2015, 02:34:18 AM »
Is there a valid replacement for the removed AiConnection function? I'm trying to create a fake admin client that cane manipulate environment settings.
Code: [Select]
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);

But it won't work anymore as per the update. Any ideas on what to do?

Edit: I just realized I can use my own player client, but I would like to be able to do this when I am off the server as well.

7
Help / Re: Saving bricks in singleplayer not working?
« on: November 20, 2014, 05:12:14 PM »
Problem solved! I had two copies of Gamemode_TysCityRPG, one was a folder and one was a zip. I simply removed the folder version of Gamemode_TysCityRPG and I was able to save bricks properly again. Thanks for the help.

8
Help / Re: Saving bricks in singleplayer not working?
« on: November 20, 2014, 05:00:00 PM »
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.

9
Help / Saving bricks in singleplayer not working?
« on: November 20, 2014, 04:04:52 PM »
Every time I try to save bricks on my own Blockland game, whether single player, LAN, or online, I get stuck on the message box "Saving: Saving bricks...". During this time, I am able to move my mouse and open up the esc menu as well as the console, which says
Code: [Select]
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.

10
Modification Help / Re: value always returns false?
« on: November 16, 2014, 03:33:02 PM »
Perfect! The server command works, thank you! I will also be sure to return a value from now on. Thank you for your help!

11
Modification Help / Re: value always returns false?
« on: November 16, 2014, 02:57:38 PM »
Package serverCmdPlantBrick
Check the value of client.player.tempbrick.getDa tablock()
Return if datablock matches admin only datablock, and not admin
I will let you know how this goes. Thank you!

12
Modification Help / Re: value always returns false?
« on: November 16, 2014, 02:43:56 PM »
How about preventing them from planting the brick in the first place?
The default activateStuff function already does almost everything you're trying to do.
How would I go about preventing them from planting the brick in the first place without removing the brick?

13
Modification Help / Re: value always returns false?
« on: November 16, 2014, 02:24:37 PM »
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

The thing is, the non-admin players plant the brick and click it immediately before it deletes itself, allowing players to use the brick and the Activate functions. I'm trying to check to see if the brick is gone when the players are already using the brick and its Activate functions.

14
Modification Help / Re: value always returns false?
« on: November 16, 2014, 02:13:58 PM »

15
Modification Help / Re: value always returns false?
« on: November 16, 2014, 02:09:35 PM »
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?

// Get object from point of view
function Player::GetObjectFromPOW(%player, %mask)
{
   %mask = %mask || $TypeMasks::all;
   %point = %player.getEyePoint();
   %obj = containerRayCast(%point, vectorAdd(vectorScale(vectorNormalize(%player.getEyeVector()), 4), %point), %mask, %player);
   return firstWord(%obj);
}


I'm trying to check to see if the brick is an object (since it's an admin only brick, it's supposed to disappear when a non-admin plants it) and stop the function from working if the brick is not in existence (when it deletes)

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