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Messages - Syntax

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1
Suggestions & Requests / Re: [Request] Server Bullet Time
« on: September 06, 2010, 04:57:09 PM »
bug is still there, haha
it's schedule(%time, 0, timescales, %toggle);
hmm, i think i just found out what's wrong...

Put cancel($timeScaleSched); at the top of the function, above if(%toggle = 0);

2
Suggestions & Requests / Re: [Request] Server Bullet Time
« on: September 06, 2010, 04:55:10 PM »
it still needs testing, currently if released and you use it, it will change the timescale to A, use the correct time of B, then it will keep changing the timescale to 0.2 repeatedly lagging blockland, and after enough time, it gives a runtime error :D
isn't that so nice? at least i got rid of the syntax errors and stuff, i need to retest it again, i think i fixed it...
Code: [Select]
function timescales(%timescale1, %time1, %timescale2, %time2, %toggle)
{
if(%toggle = 0)
{
%toggle = 1;
commandtoserver('timescale', %timescale1);
%time = %time1 * 1000;
$timescalesched = schedule(%time, 0, timescales, %toggle);
}
else if(%toggle = 1)
{
%toggle = 0;
commandtoserver('timescale', %timescale2);
%time = %time2 * 1000;
$timescalesched = schedule(%time, 0, timescales, %toggle);
}
else
{
%toggle = 0;
}
if(%timescale1 < 0 || %time1 < 0 || %timescale2 < 0 || %time2 < 0)
{
cancel($timescaleshced);
}
}

Where is the loop?

Nvm, i see it..

3
Suggestions & Requests / Re: stop the download adons when u join a game!!!
« on: September 06, 2010, 01:42:37 PM »
im sick of haveing to wait up to 20 min to go on a server then the server laggs cuz of to much adons do what roblox does with its free modles! u just join and its there!

4
Modification Help / Re: Does every client have a number?
« on: September 06, 2010, 01:13:41 PM »
How would you get a random hex number?

You should use getRandom(%this,%that);

5
Modification Help / Re: Does every client have a number?
« on: September 06, 2010, 01:07:47 PM »
Actualy, now that I think of it. That wont work... Let me explain exactly what I want.

I make a server, my "clientNumber" is 0(I'm the host). Someone else joins, they have a "client number" of 1. Yet another player joins, he has a "client number" of 2. Then the guy with the client number of 1 leaves the server. Now the guy with the client number of 2 gets "shifted down" to 1. This is what I was trying to do, but now that I think of it...I think theres a better way to accomplish what I'm trying to do.

If any of you have ever RP-ed, you may know that trying to pick out the message that the person that your RP-ing with could be easier...So I'm making a mod s everyone talks in one color. Now that I think of it, I think it would be better to assign a variable to the client when he joins my server. A variable that would be used to determine the color they talk in(a hex number). That way, if your used to "so-and-so" talking in blue and someone leaves and the numbers get shifted, the color wont change.(if the client has their own "color" variable). I appreciate you guys posting to help me by the way ^_^. Do you think this is a better way of doing it?

Oh, lol, you should probably use the color hex way.

6
Suggestions & Requests / Re: SMOKE GRENADE
« on: September 06, 2010, 01:01:37 PM »
Thank you for a BL_ID search engine, now I can call my enemies names in BL_ID >:D

Or, you can actually use an accurate one.

http://forum.returntoblockland.com/list.php

7
Modification Help / Re: Does every client have a number?
« on: September 06, 2010, 12:49:37 PM »
yes, thats exactly what I want! :Dis that(in bold) a standard function, or did you make it yourself?

Made that myself.

8
Modification Help / Re: Does every client have a number?
« on: September 06, 2010, 12:40:48 PM »
Im not sure. You would probably have to loop through it to get a certain BL_ID or something.

Code: [Select]
for(&i=0; &i<clientGroup.getCount(); %i++)
{
   if(clientGroup.getObject(%i),bl_id==100)
   {
       echo("Found him");
   }
}
And I think he wants to have a numerical value for everyone (like 0 1 2 3 and not 3605, 11240, 18043, etc etc)

Well, I'm thinking he means, if your the 300th player to join his server, your ''server id'' would be 300, which is what i made.

It writes a players ''server id'' to a text file, and I use %client.getServerId(); to get the client's ''server id''.

If I'm wrong OP, tell me.

9
Modification Help / Re: Does every client have a number?
« on: September 06, 2010, 12:34:30 PM »
I've already made this mod, it's called a server id, just use %client.bl_id, since that will almost never change.

10
Add-Ons / Re: Tool_brickSelector
« on: September 06, 2010, 02:33:19 AM »
bump

11
AoT General / Re: What do you think of Darksilence's/HellboyNat's comeback??
« on: September 05, 2010, 05:01:41 AM »
I'll just own him until he is no more.

12
Suggestions & Requests / Re: Spawn Brick for Every Player
« on: September 04, 2010, 11:04:11 PM »
I need a spawn brick that will work for every player in the server, without having to be in a minigame.

If there is no way to make this, post a link to the "default mini game," or whatever it's called, download.

Use my setAsSpawn brick event, http://forum.blockland.us/index.php?topic=125354.0

13
Add-Ons / Re: Event_SetAsSpawnBrick
« on: September 04, 2010, 09:17:21 PM »
Syntax is just copying add-ons.

How is Blockland Cloud doing?..

14
Modification Help / Re: Vehicle Scale?
« on: September 04, 2010, 08:31:28 PM »
The vehicle doesn't exist before the parent.

I see, well then,  @OP scale it after the parent is called, i'm sure it'll LOOK like it was scaled when it was spawned.

15
Modification Help / Re: Vehicle Scale?
« on: September 04, 2010, 08:29:29 PM »
Wouldn't you package the spawn function that spawns vehicles, and set the scale, before you call the parent?

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