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Messages - Rogue

Pages: [1]
1
Help / Re: Blockland crashes during brick ghosting
« on: February 14, 2015, 07:38:43 PM »
With your lack of Client add-ons I can't see them being the problem, so your best bet is to re-install.
The crashing is happening to everyone else too.

2
Help / Re: Blockland crashes during brick ghosting
« on: February 14, 2015, 12:23:22 AM »
Try turning off shaders.
Still crashes without shaders on.  This only happens when I ghost bricks on the other side of the map.

3
Help / Blockland crashes during brick ghosting
« on: February 13, 2015, 11:13:49 PM »
I joined a server and it seems like when it ghosts a particular bit of the build, my game crashes, but the server doesn't crash. 

Here's my console log.

4
Off Topic / Re: My cat's gone
« on: February 12, 2015, 07:27:05 PM »
my family cat would disappear for weeks on end, turns out the neighbor down the road would feed him catnip

5
Modification Help / Re: Detecting an item object using onTrigger?
« on: February 11, 2015, 06:03:40 PM »
You just answered your own question. Use weaponImage.
WeaponImage is a placeholder in this example, for the image data block name if i'm not mistaken.  ie.. gunWeaponimage and so on

6
Modification Help / Re: Detecting an item object using onTrigger?
« on: February 11, 2015, 05:57:38 PM »
Thanks Jes, that's quite a helpful tutorial.

How would I use function WeaponImage::onUnMount and WeaponImage::onMount for ALL WeaponImages? 
i.e. not item specific, but as a detection method for when any item is equipped.

7
Modification Help / Detecting an item object using onTrigger?
« on: February 09, 2015, 08:51:16 PM »
This is from click push:
Code: [Select]
function Player::activateStuff(%player)
{
%v = Parent::activateStuff(%player);
%client = %player.client;

if(!$ClickPush::Status || (!%client.isAdmin && $ClickPush::AdminOnly))
return %v;

%target = containerRayCast(%player.getEyePoint(),vectorAdd(vectorScale(vectorNormalize(%player.getEyeVector()),2),%player.getEyePoint()),$TypeMasks::PlayerObjectType,%player);

if(!isObject(%target) || %target == %player || %player.getObjectMount() == %target)
return %v;

%target.setVelocity(vectorAdd(%target.getVelocity(),vectorScale(%player.getEyeVector(),$ClickPush::Amount)));

return %v;
}

It detects if the target is a player, but I want it to detect if the target is an item, and fling it towards them instead of away.  
How do you detect if the object is an item?  And how do you fling it towards the player? 
If I want a larger radius of detection than the size of the item, would I need to use a raycast instead of this line of sight from clickpush?

8
Modification Help / Re: Radius loop originating from player
« on: February 07, 2015, 03:48:47 AM »
Just me being picky but you don't have to do the if(!%obj.client.isAdmin && !%obj.client.isSuperAdmin) due to the fact that if a player is Super Admin they are also Admin, so it could just be if(!%obj.client.isAdmin)
Not always.  Some admin mods will set isSuperAdmin but not isAdmin.  I think IGSO did that. 

But I also don't want this mod to affect admins either anyways.

9
Modification Help / Re: Radius loop originating from player
« on: February 06, 2015, 06:07:11 PM »
I don't know how to implement the velocity idea, but here is the finished code that works:

Code: [Select]
package NoobShield
{

function serverCmdJoinMinigame(%client, %minigame)
{
if(%client.isNoobShielded)
{
%client.isNoobShielded=0;
cancel(%client.InfiniteNoobShield);
messageClient(%client,'',"\c0You disabled your noob shield.");
}
parent::serverCmdJoinMinigame(%client, %minigame);
}

function serverCmdTNS(%client)
{
serverCmdToggleNoobShield(%client);
}

function serverCmdToggleNoobShield(%client)
{
if(!%client.isSuperAdmin)
return;
if(isObject(%client.minigame))
return messageClient(%client,'',"\c0You can't use your noob shield in a minigame.");
if(%client.isNoobShielded)
{
%client.isNoobShielded=0;
cancel(%client.InfiniteNoobShield);
messageClient(%client,'',"\c0You disabled your noob shield.");
}
else
{
%client.isNoobShielded=1;
%client.InfiniteNoobShield = %client.schedule( 100 , InfiniteNoobShield, %client);
messageClient(%client,'',"\c2You enabled your noob shield.");
}


}

function gameconnection::InfiniteNoobShield(%client)
{
initContainerRadiusSearch(%client.player.getPosition(), 5, $TypeMasks::PlayerObjectType);   

while(%obj = containerSearchNext())
{
if(%obj != %client.player)
{
if(!%obj.client.isAdmin && !%obj.client.isSuperAdmin)
{
messageclient(%obj.client,'',"You were respawned for getting too close to a shielded super admin.");
%obj.instantrespawn();
}
}
}
%client.InfiniteNoobShield = %client.schedule( 100 , InfiniteNoobShield, %client);
}
};
activatepackage(NoobShield);


10
Modification Help / Re: Radius loop originating from player
« on: February 06, 2015, 02:44:20 AM »
I'd just have it push them away
Far less annoying than a complete respawn if it catches someone innocent
how would you do this?

11
Modification Help / Re: Radius loop originating from player
« on: February 06, 2015, 12:48:59 AM »
i intend to make it only usable outside the minigame.  thank you everyone for the help, i will report the results back tomorrow.

12
Modification Help / Radius loop originating from player
« on: February 06, 2015, 12:35:56 AM »
My attempt at a 'noob shield' for super admins.  Respawns players that get too close.  The result: massive console spam with each schedule about unknown function getPosition, and it doesn't even respawn them.  Otherwise the code seems to toggle fine and execute without errors.

Code: [Select]
function serverCmdTNS(%client)
{
serverCmdToggleNoobShield(%client);
}

function serverCmdToggleNoobShield(%client)
{
if(!%client.isSuperAdmin)
return;
if(%client.isNoobShielded)
{
%client.isNoobShielded=0;
cancel(%client.InfiniteNoobShield);
messageClient(%client,'',"\c0You disabled your noob shield.");
}
else
{
%client.isNoobShielded=1;
%client.InfiniteNoobShield = %client.schedule( 100 , InfiniteNoobShield, %client);
messageClient(%client,'',"\c2You enabled your noob shield.");
}


}

function gameconnection::InfiniteNoobShield(%client)
{
initContainerRadiusSearch(%client.getPosition(), 5, $TypeMasks::PlayerObjectType);   

while(%obj = containerSearchNext())
{
if(%obj != %client)
{
if(!%obj.client.isAdmin && !%obj.client.isSuperAdmin)
{
messageclient(%obj.client,'',"You were respawned for getting too close to a shielded super admin.");
%obj.instantrespawn();
}
}
}
%client.InfiniteNoobShield = %client.schedule( 100 , InfiniteNoobShield, %client);
}

13
Drama / Re: Zapk Spamming
« on: April 06, 2014, 03:44:52 AM »
Am I missing something here...

What does Subpixel have to do with anything,

and what does this guy mean by "mentioning" it,

and what the hell is happening.
Subpixel is the alias for blockland user "Zapk".  

What is happened is shown on the first page.

14
Drama / Re: Zapk Spamming
« on: April 06, 2014, 03:29:16 AM »
He has now started spacing out and changing the spam.











15
Drama / Zapk Spamming
« on: April 06, 2014, 03:11:04 AM »
Zapk was using a script to mass spam team chat on Ostinyo's challenge.




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