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Messages - mctwist

Pages: [1] 2 3 4 5 6 ... 69
1
Add-Ons / Re: [Support] Baseplate Rules
« on: January 17, 2019, 12:48:56 PM »
Never knew you were still developing. Good one. The scripts is pure professional.

2
Suggestions & Requests / Re: .mid converter for System_Instruments?
« on: January 14, 2019, 03:10:25 AM »
can i just kindly ask why this was made?

  • People requested for it
  • I was bored
  • It sounded like fun
  • stuffs and giggles
  • I like challenges

3
you dont need to full restart blockland to test addons. script changes can be tested just by executing them ingame without a restart
ex:
exec(“Add-ons/Script_ChatSystem/file.cs”);

model and brick changes require a restart, as well as image states and certain player and vehicle fields.

If it is put in a zip, he needs to rediscover the archive first before it will recognize that file being updated.

if your script uses packages make sure you stick a deactivatepackage(); activatepackage(); in there so executing the add-on will properly update that shiittt

I did this before and it worked alright. However, I found out (And other scripters noted) that deactivating is not needed. It will work anyway. It sure is good to do it anyway, just for precaution.

4
Suggestions & Requests / Re: .mid converter for System_Instruments?
« on: January 11, 2019, 07:22:55 AM »
The problem is that I don't know how to work python. But I would prefer a command-line one for windows.

Python is command line. You just need to install it first.

5
Add-Ons / Re: [Support] EventScript - Sharing events for the future
« on: December 13, 2018, 08:26:09 AM »
Quote from: v1.11 changelog
Added monospace to editor
Minor fixes and cosmetics

Download

This add-on can now also be retrieved from Blockland Glass.

6
Add-Ons / Re: Support_FixAddOnSorting [v2]
« on: December 05, 2018, 10:01:21 AM »
No cred for v2?

7
Development / Re: 2018/10/20 - Blockland r1991-r1997
« on: November 30, 2018, 03:12:59 AM »
Hey Badspot do this
*code snip*
Fixes the client and server add on execute order for Linux, and the Macs that have that problem too. Also fixes the custom game GUI add-on list that's messed up by the same thing.

Shouldn't you also delete the object used to sort the list?

Also, if you want Badspot to fix this, why can't he do it internally which is faster?

Other than that, this is a great suggestion and I wonder why it hasn't been fixed already.

8
Suggestions & Requests / Re: Midi Converter for Playable Instruments
« on: November 19, 2018, 03:22:48 PM »
um... how do you use it

Code: [Select]
python instruments.py midifile.mid

It'll print to the screen the processed information that you can use directly with the instruments mod.

9
Suggestions & Requests / Re: Midi Converter for Playable Instruments
« on: November 16, 2018, 08:28:26 AM »
It's partially completed. It can be used, but it still lacks some functionality, like:
  • Splitting up into different instrument files for different instruments
  • Note cropping, octave changing or pitching
  • Pauses, correct length on notes

So there is much left to do, but at least you can get the notes in there and hopefully stich it together.

10
Suggestions & Requests / Re: Midi Converter for Playable Instruments
« on: November 11, 2018, 07:43:51 AM »
I started with this project a couple of months ago, but I left it to dust as I got other matter at hand. Feel free to continue on it.

MIDI-to-Instruments-Converter (GitLab)
MIDI-to-Instruments-Converter (GitHub)

11
Code: (Changelog v8.1) [Select]
Added support for EventScript labels

This add-on can now also be retrieved from Blockland Glass.

12
Add-Ons / Re: [Support] EventScript - Sharing events for the future
« on: November 03, 2018, 05:37:31 AM »
Quote from: v1.10 changelog
Added range and label generator

Download

More about the generator here.

This add-on can now also be retrieved from Blockland Glass.

13
General Discussion / Re: EventScript - Eventing 2.0
« on: November 03, 2018, 05:36:56 AM »
I went and added "range and label generators". What that means is that certain events from add-ons, which contains a file named eventScriptLabels.txt, will generate ranges and labels for those events specified.

Example:
Code: [Select]
onActivate -> Self -> toggleEventEnabled("1 2 3 4")
onActivate -> Self -> setColor("1 1 1 1")
onActivate -> Self -> setColor("1 0 0 1")
onActivate -> Self -> setColor("0 1 0 1")
onActivate -> Self -> setColor("0 0 1 1")
Will be turned into:
Code: [Select]
onActivate -> Self -> toggleEventEnabled([onActivate1:onActivate4])
onActivate1: onActivate -> Self -> setColor("1 1 1 1")
onActivate -> Self -> setColor("1 0 0 1")
onActivate -> Self -> setColor("0 1 0 1")
onActivate4: onActivate -> Self -> setColor("0 0 1 1")
Or with labels disabled:
Code: [Select]
onActivate -> Self -> toggleEventEnabled([1:4])
onActivate -> Self -> setColor("1 1 1 1")
onActivate -> Self -> setColor("1 0 0 1")
onActivate -> Self -> setColor("0 1 0 1")
onActivate -> Self -> setColor("0 0 1 1")

All event indices used in that event field will be replaced with EventScript ranges and labels. This should make it a lot easier to share, migrate and merge events without other events interfering. Of course, the names that are created is not unique and that still needs to be handled manually, but that will take less time than manually changing the event numbering.

To make your add-on support this feature, just add eventScriptLabel.txt to your archive and format the file like this pseudo-file:
Code: (eventScriptLabels.txt) [Select]
<event name 1>\t<field>\t<version>
<event name 2>\t<field>\t<version>
<...>
Example:
Code: (eventScriptLabels.txt) [Select]
fireRelayNum 0 2
fireRelayRandomNum 0 2

Event name is the event that will be checked.
Field is the field index, starting from 0, where the numbers will be parsed.
Version is what type of version the field are. 1 means the defaults from like, setEventEnabled. 2 means enhanced, like fireRelayNum.

It might sound like "version" in this case means more like "type", and that is indeed correct as well.

There might be plan to add more versions for certain events, but for now I will let it be as this is the starting point.

Worth mentioning is that manual custom labels are supported, but currently not used.

14
General Discussion / Re: Dglider's CityRPG
« on: August 30, 2018, 04:00:13 PM »
I do want that.

Actually, why don't we use 888888 instead? It's the go-to for public bricks anyway, so no need to add an another system.

Edit: Yes, that is better, as when you reload the bricks, that group will own the bricks as well, making it possible for anyone to continue on the build.

Edit2: I've added the feature and updated it on Glass. However, that will take a while, so in the meantime you can fetch it from here.

15
General Discussion / Re: Dglider's CityRPG
« on: August 30, 2018, 09:24:24 AM »
The setapartment event has been modified:
   Set the owner to -1 to allow anyone to build on your brick.
      If that setapartment event is disabled, the brick does not allow random people to build on it.
      This can be used to automate the renting of a particular room.

You want me to add such feature to my mod myself?

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