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Messages - K9 Kid

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1
Although moments after he spawned, my player max changed itself from 7 to 21

2
I didn't read all the comments preceding me, but the guy just joined my server while I was hosting Zombie Hattleton. He stuck around for like three minutes, but he didn't break the server or anything. He said he wasn't aware of this topic.

3
Help / Re: Music Looping Help?
« on: April 06, 2015, 02:03:24 PM »
Generally, you want to keep the clip under a minute long in order to keep the size low

4
General Discussion / Re: Blockland Tower
« on: March 18, 2015, 06:08:40 PM »
Remember when throwmod was a thing? You could use that

5
Help / Re: Server does not respond to connecting clients
« on: March 07, 2015, 11:22:18 PM »
This problem persists for me, and according to the server list, other people too. Does anybody know how to fix it?

6
Help / Re: Server does not respond to connecting clients
« on: March 06, 2015, 06:03:13 PM »
I changed the port (and port forwarding) and it worked
I port forwarded and restarted my computer, and that didn't work. I port forwarded several times.
I also see a alot of other servers with --- ping with the same problem, so I don't think it's just me.

7
Help / Re: Server does not respond to connecting clients
« on: March 06, 2015, 11:18:33 AM »
i recently started having this problem too

8
Help / Re: Crippling Schedules Limit With An Unknown Cause
« on: February 24, 2015, 04:03:41 PM »
Alright, that add on worked. I was able to disable all the minigamereset events with it.
Now all I have to do is build the projectile-triggered system that I used in riverside with
Onprojectilehit>Zombie1>setvehicle>none
Onprojectilehit>Zombie2>setvehicle>none
Onprojectilehit>Self>Fireprojectile> (straight up)
Once I finish the projectilehit trigger tree, it should work.
Thanks a TON for your help, again

9
Help / Re: Crippling Schedules Limit With An Unknown Cause
« on: February 23, 2015, 09:43:14 PM »
Problem being I can't use the mainBrickGroup for this .-.
Code: [Select]
function DisableOnMinigameReset()
{
for(%i=0;%i<BrickGroup_999999.getCount();%i++)
{
%obj = BrickGroup_999999.getObject(%i);
if(%obj.numEvents > 0)
{
for(%q=0;%q<%obj.numEvents;%q++)
{
if(%obj.eventInput[%q] $= "OnMinigameReset")
{
%obj.eventEnabled[%q] = 0;
}
}
}
}
}
If you're on single player then that should work just fine, if not change out 999999 for your BL_ID.
Okay, I tried typing that into the console on single player without results. Am I doing it wrong? Is it one line of code, or am I supposed to enter parts separately?

10
Help / Re: Crippling Schedules Limit With An Unknown Cause
« on: February 18, 2015, 11:27:29 PM »
Sorry, It's 11:30 where I am right now. I think I'll be calling it a night for now. Thanks for the help though!

11
Help / Re: Crippling Schedules Limit With An Unknown Cause
« on: February 18, 2015, 10:58:28 PM »
Well I entered it by hand, copied it so it'd work with the clipboard, and typed the stuff in, but it did not disable the events.

12
Help / Re: Crippling Schedules Limit With An Unknown Cause
« on: February 18, 2015, 10:49:34 PM »
How exactly does one enter that into console. Copying and pasting the whole thing doesn't work. Do I enter it by hand?

13
Help / Re: Crippling Schedules Limit With An Unknown Cause
« on: February 18, 2015, 10:25:57 PM »
That actually makes sense.
I guess we actually found the problem now.

Thanks allot, Thorfin. I'd pay you if I had money.

Now all I need is a method to disable 400 events.
Worst case scenario is me and some friends go around with wrenches manually disabling the events on each of the 400 spawns, and resetting to see which ones still turn blue.
Best case scenario is somebody provides me with a script one way or another that automatically disables all minigamereset events.

14
Help / Re: Crippling Schedules Limit With An Unknown Cause
« on: February 18, 2015, 10:18:10 PM »
Wait, if that accounted for 911 hits, what about the other 89? and why does the error display "Too many events on relay"? That was terribly misleading.

15
Help / Re: Crippling Schedules Limit With An Unknown Cause
« on: February 18, 2015, 10:04:25 PM »
That's quite a task if there are in fact 400 spawns.
Is there any way to make a script able to disable all minigame reset events on a certain type of brick?

Or just a script to disable all minigame reset events for that matter?

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