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Messages - Pies and Muffins

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1
Suggestions & Requests / Re: The ability to change precipitation
« on: February 29, 2016, 04:50:55 PM »
this would be really nice

2
Suggestions & Requests / Re: ANYBODY HAVE GSF's Seaplane?
« on: February 29, 2016, 04:39:37 PM »
Blockaium posted a new topic a few years ago with updated links for the vehicles. The download for the Seaplane should still be working: http://forum.blockland.us/index.php?topic=263402.0

Thanks you're fantastic!

3
Suggestions & Requests / Re: Soul Scythe (WEAPON)
« on: February 29, 2016, 04:16:28 PM »
its from soul eater if you wanna see more about it....

4
Suggestions & Requests / ANYBODY HAVE GSF's Seaplane?
« on: February 29, 2016, 04:15:08 PM »
If anyone has this mod i would greatly appreciate posting a dl link, the places it was originally posted have no working links.....
Help greatly appreciated!

5
Gallery / Re: Some Projects I was doing
« on: February 27, 2016, 03:38:28 PM »
That gold fountain is sweet

6
Modification Help / Re: Giving the Biplane sound
« on: February 27, 2016, 04:57:26 AM »
FIXED!, like an idiot i overlooked the fact that my file name didnt match what i was asking it to look for as a sound file!

7
Modification Help / Giving the Biplane sound (SOLVED)
« on: February 27, 2016, 04:46:44 AM »
Since the minigun problem was fixed so darn fast, I thought id try and get the biplane to have an idle sound and then work from there. So far I have done some copy pasta from the spitfire by Strato and changed around names so they are appropriate, added a sounds folder and the idle sound loaded the sound with

datablock AudioProfile(BiplaneidleSound)
{
   filename    = "./sounds/idle.wav";
   description = AudioDefaultLooping3d;
   preload = true;
};


and then I'm trying to call that in biplanecontrailcheck as a last ditch effort to get it to play when the propeller changes speed, an I've also tried calling it in with

    if(%speed < 5)
   {
      if(%obj.prop !$= "slow")
      {
            %obj.PlayAudio(0,BiplaneidleSound);
         %obj.playThread(0,propslow);
         %obj.prop = "slow";

      }
   }
   else
   {
      if(%obj.prop !$= "fast")
      {
            %obj.PlayAudio(0,BiplaneidleSound);
         %obj.playThread(0,propfast);
         %obj.prop = "fast";
      }
   }



as well as in

function Biplanevehicle::onadd(%this,%obj)
{
   parent::onadd(%this,%obj);
   %obj.PlayAudio(0,BiplaneidleSound);
....
}


If Im just asking stuff to much I can tone it down. I figure the best way for me to learn whats going on in the game is to get some help from people who really DO get it. Its also frustrating when it works perfectly fine in a few other addons and i cannot find any difference between those scripts and mine......


8
Modification Help / Re: Kajes Minigun Forces standing in vehicles.
« on: February 27, 2016, 04:36:39 AM »
yah that comment was me..... I was trying to figure out how to fix it in that line so i changed it to be sit instead of root, and it didnt fix it so i decided to ask the forums.

9
Modification Help / Re: Kajes Minigun Forces standing in vehicles.
« on: February 27, 2016, 12:00:05 AM »
yes it does because the sit animation is on slot 0 and root on slot 0 overrides the sit thread
try changing it to %obj.playThread(2,root);

Thanks all of you!
It worked like a dream, il post the fixed version soon. All credit to kaje of course.

10
Modification Help / Re: Kajes Minigun Forces standing in vehicles.
« on: February 26, 2016, 11:48:44 PM »
Hey thanks for the fantastic help guys! I really appreciate that people like you are in the Blockland community!

11
Modification Help / Kajes Minigun Forces standing in vehicles.
« on: February 26, 2016, 09:56:17 PM »
So something i dont like about kajes minigun is that it forces players to stand when in vehicles when switched to. I think it has something to do with how its mounted but i truly dont know. If anyone knows anything about this thatd be fantastic. Ive been looking though the code for it and i found this line

Parent::onMount(%this,%obj,%slot);   
      %obj.playThread(0, root); //Attempting to make the minigun not force you to stand
}
I think the root is forcing the player to stand but i truly dont know....

12
Suggestions & Requests / Re: Bring Back Wizards Dogfight
« on: February 25, 2016, 11:47:55 PM »
Everybody liked the canyons, but they have a much higher brickcount when the map is converted to bricks.

I can host the Roco Island version, but whenever I do I get bombarded by complaints and suggestions that I don't have time to deal with, so I don't enjoy hosting it.

That's a shame.

Well i appreciate you trying though!

Its true the canyons map would mean a pretty high brick count

and if you wanted to avoid the brick count the resolution of the terrain would be pretty bad.

13
Gallery / Re: Blockland Funk
« on: February 25, 2016, 11:45:55 PM »
This is great!

14
Gallery / Re: Zeppelin WIP
« on: February 25, 2016, 08:52:30 PM »
First time with pixel art so go easy....
Make it
Led
DONE!


15
Gallery / Re: Calculus Test Grades
« on: February 25, 2016, 08:28:53 PM »
precalc = vastly more pain in the ass than differential calc, integrall calc is kinda suck tho......

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