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Messages - Arcleader

Pages: [1] 2 3 4 5 6 ... 41
1
Help / Re: BL just closes after loading addons
« on: August 09, 2016, 04:58:42 PM »
Probably has something to do with recently installed add-ons. Try removing/disabling the last add-on(s) you installed and see if problem persists.

2
Help / Re: "Server could not verify your Blockland ID"
« on: August 09, 2016, 03:31:56 PM »
Also related, I am able to host servers to the master server, and after multiple re-installs of the game with 0 add-ons have determined the problem isn't there. Consulting with other sources makes me believe its a internet provided related problem.

3
Help / Re: "Server could not verify your Blockland ID"
« on: August 09, 2016, 11:48:10 AM »
Console with IP Address replaced with 1s and Steam lobby replaced with 2s

Quote
Sending challenge request...
Sending Connect challenge Request
Got connect challenge response from 111.111.111.11:28000
Sending connect request
Connection established
Connected successfully, killing other pending connections
Connection with server lost.
Issuing Disconnect packet.
Steam Lobby Created: 222222222222222222
Steam Lobby Joined: 222222222222222222
lobby enter torquescript callback, yourlobby: 1
  this is our lobby

The location of the the steam lobby joining seems to jump around a lot

4
Help / Re: "Server could not verify your Blockland ID"
« on: August 09, 2016, 11:35:44 AM »
I don't know what the solution is but I'm having the same problem

5
Modification Help / Re: Metropolis RPG Beta Bug Report Thread
« on: January 24, 2014, 11:50:24 AM »
New bug:
Selling ore is broken for me. When I say "2" to sell ore it tells me I have the actual amount of ore I have. When I press the number I would like to sell it tells me I have 0 ore.

6
Also, why are you asking for eventing help in the coding help forum?
Anyhow, Leeevinnn, you may think that Innocent's events do not work because they might not check for a player's actual minigame score, but rather a variable you have to add with events to the player named "Score". Not sure if I'm correct or not, but if I am, there may be a variable replacer that can fix things for you. If this is the case, use Innocent's events he posted, with one modification:

Change
<0>OnActivate -> Client -> VCE_IfVariable / Score / >= / 50 / 1 4

To this:
<0>OnActivate -> Brick -> VCE_IfValue / <var:client:score> / >= / 50 / 1 4

7
Modification Help / Re: Projectile Source Identification
« on: August 02, 2012, 10:31:11 PM »
Thank you.

8
Modification Help / Re: Projectile Source Identification
« on: August 02, 2012, 10:12:52 PM »
Me too bro. Me too.
It actually is an exploit. If you want this done, it should be done server sided, period.
and/or this:
Fair enough :/ So to do this server-sided, I would just check to see if the player is firing, and if so relay their coordinates to a client-sided script that can implement them into a HUD?

9
Modification Help / Re: Projectile Source Identification
« on: August 02, 2012, 07:30:22 PM »
The HUD is a GUI, so you have to make another GUI to add to the HUD, which is a GUI.
I could use a centerprint to name a cardinal direction from which way the shooter is for all I care. I can figure out how to make an output for this script if I make it. I'd like to know if anyone can help me with my original question and/or this:
Fair enough :/ So to do this server-sided, I would just check to see if the player is firing, and if so relay their coordinates to a client-sided script that can implement them into a HUD?
I still want to know this
Me too bro. Me too.

10
Modification Help / Re: Projectile Source Identification
« on: August 01, 2012, 10:23:06 PM »
I wouldn't want a GUI as that implies that there's a window or something that the user interacts with. I want something that simply gives the user a heads up (Heads Up Display).

11
Modification Help / Re: Projectile Source Identification
« on: August 01, 2012, 09:45:05 PM »
Fair enough :/ So to do this server-sided, I would just check to see if the player is firing, and if so relay their coordinates to a client-sided script that can implement them into a HUD?

12
Modification Help / Re: Projectile Source Identification
« on: August 01, 2012, 08:59:44 PM »
I'm not publicly asking for an exploit -.- Coming up with a HUD that indicates the direction someone is when they give away their position isn't exactly exploiting. It's like giving a visual indicator for the sound. Which I normally can't hear cause I play without volume normally.

13
Modification Help / Re: Projectile Source Identification
« on: August 01, 2012, 07:12:38 PM »
This is such a weird topic. So let me get this strait. The answer to my question is yes? If so, how do I define %obj to get the projectile so %obj.dump(); gives me the projectile's data?

14
Modification Help / Re: Projectile Source Identification
« on: August 01, 2012, 10:58:36 AM »
Ok.... How would I go about making a server sided add-on that registers where all projectiles are created? .-. and say outputs a chat message with the coordinates?

15
Modification Help / Re: Projectile Source Identification
« on: July 31, 2012, 11:04:31 PM »
I wouldn't need to manipulate them. Just know where they are. I just need the getTransform(); of projectiles, not the setTransform(); And I also wouldn't need to know how far the projectile has traveled if I can know where it is as soon as it is created.

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