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Topics - KINEX

Pages: [1] 2
1
Games / Team Fortress 2 - ScatteredSpace Server
« on: March 18, 2010, 05:23:16 PM »


Server Title: ScatteredSpace's 24/7 |FastDL|
IP: 208.100.36.299:27015
Player Slots: 24
Passworded: No
Status: ONLINE

[Taken from the previous thread]
Many may be aware of ScatteredSpace's Blockland servers such as the Block City or 24/7 Dogfight server. We are proud to announce today the arrival of yet another server that is operated by Scatteredspace; a 24 player slot Team Fortress 2 server! The server is guaranteed to stay online 24/7 and last at least until November of next year.

All Talk is enabled on the server, which allows for teams to talk among each other. If you have a suggestion for the server, please post it in this thread.

Here is a list of Team Fortress 2 Add-Ons that are implemented on the server:

Currently disabled add-ons:
  • Medic Uber Charger (Medics will continuously charge their Ubermeter, even when not healing. Medigun must be out, however.) - Currently disabled due to a broken download link.

Visit this thread to suggest add-ons for the server.

Steam Group
ScatteredSpace now has a Steam group! The group is public and everyone is welcome to join! Events that revolve around the Team Fortress 2 server will be posted there.

Steam Group

We also have a Ventrilo server that can be used for both Blockland and any other game as well.
Ventrilo Information:
Host IP: 24.209.112.95
Port: 3784
Status: ONLINE

Active Participation:
A server participation event is scheduled for March 18th at 7:00 PM Central. Members from ScatteredSpace, including myself, will be guaranteed to be on the server at that time. Join us for a fun time on the server!

2
Games / Team Fortress 2 - ScatteredSpace Server
« on: November 21, 2009, 05:06:34 PM »


Server Title: ScatteredSpace's Server #1
IP: 208.100.36.299:27015
Player Slots: 24
Passworded: No
Status: ONLINE

Many may be aware of ScatteredSpace's Blockland servers such as the Block City or 24/7 Dogfight server. We are proud to announce today the arrival of yet another server that is operated by Scatteredspace; a 24 player slot Team Fortress 2 server! The server is guaranteed to stay online 24/7 and last at least until November of next year.

The server is currently being worked on, so things may change in the future. All Talk is enabled on the server, which allows for teams to talk among each other. If you have a suggestion for the server, please post it in this thread.

Custom Content includes:

Steam Group
ScatteredSpace now has a Steam group! The group is public and everyone is welcome to join! Events that revolve around the Team Fortress 2 server will be posted there.


We also have a Ventrilo server that can be used for both Blockland and any other game as well.
Ventrilo Information:
Host IP: 24.209.112.95
Port: 3784
Status: ONLINE

We are currently looking for active server moderators to keep track of the Team Fortress 2 server. If you would be willing to do this, please contact me.

3
General Discussion / ScatteredSpace's - 24/7 Dogfight Server
« on: October 19, 2009, 04:16:48 PM »
Server Information


What is ScatteredSpace's - 24/7 Dogfight Server?
ScatteredSpace's - 24/7 Dogfight Server is what the name implies; a dogfight server. Two teams spawn on their respective aircraft carrier (red or blue) and either take to the skies or man anti aircraft cannons to thwart incoming attacks. There are four aircraft carriers total; two for each team. Boats are now included in the server.

What makes ScatteredSpace's - 24/7 Dogfight Server different from other Dogfight servers?
ScatteredSpace's - 24/7 Dogfight Server does not use any part of Spaceguy's Team Deathmatch Add-On. This is because Team Deathmatch was never meant to be used on a dedicated server which automatically starts a minigame. ScatteredSpace's server does not require a user to host the minigame what-so-ever! This means that even if the user who planted a vehicle spawn leaves the server, players can still use that vehicle!

What makes ScatteredSpace's - 24/7 Dogfight Server able to continuously run?
ScatteredSpace's - 24/7 Dogfight Server runs off of the script called Vehicle-Wars. This script (Vehicle-Wars) is still very much in beta and only includes a few basic features. The script will progress with rolling updates. The script's current version is: 1.05

Will Vehicle-Wars be available to users?
The short answer: Yes. Right now the script is in an unstable shape and it would not be wise to release.

Screenshots:

(Blue's Aircraft Carriers)


(Red's Aircraft Carriers)




(Bonus Images)

Known Issues
  • The Anti aircraft cannon has a tendency to "fly".
  • The Anti aircraft cannon is underpowered.
  • The modified map's water is not fully buoyant.
  • Some console errors appear due to modified map's textures.

Special Thanks to:
Pandan - [BETA] Anti Aircraft Cannon
Blastdown - Helped in construction of the Aircraft Carriers
Lego_Addict - Constructed Aircraft Carrier's hull
Boom - Updated the Carriers

GENERAL ANNOUNCEMENT
I am getting reports of players using the Aircraft Carrier builds on other servers. ScatteredSpace's stance on builds are that they are freely distributable. Please do not heckle other users about using saves that ScatteredSpace has created and cause a scene.

So what are you waiting for?! Take to the skies today!



This area will be dedicated to planned updates, completed updates, and changelog.

Completed Additions to the server
  • Add the pipewrench
  • Add the parachute
  • Add a sniper rifle weapon
  • Add team switching support
  • Add team chat tags.
  • Add team balancing support *Included with Version 1.02 but inoperable*
  • Add simple team uniforms.
  • Add Friendly Fire toggle - DAMAGED: WOULD CAUSE SERVER CRASHES
  • SolarFlare's Oxygen mod has been added!
  • Fix water on the map.
  • Fix console errors due to the map. (terrain texture issues)
  • Add a health item
  • Add advanced team switching support (allow members to volunteer to swap sides)

Planned additions to the server in the near-future
  • None at the moment! Script restructuring is currently in progress!

Changelog:
Code: [Select]
// +-----------------
// | Version: 1.05
// | (11/04/09)
// +-----------------

SCATTEREDSPACE'S VEHICLE WARS IS A DEDICATED SERVER ADD-ON THAT ALLOWS THE USE OF TWO TEAMS TO BE ABLE TO MOUNT VEHICLES AND EQUIP ITEMS WITHOUT THE USER WHO CREATED THEM TO IN THE MINIGAME (SERVER).

====== 1.06 ======
- Added advanced team switching support.
- Corrected an issue where Team kill punishing would never bah the player.
- Modified Team kill punishing to reset the counter after player ban.
- Modified miniGameCanDamage() to return false in certain instances.

====== 1.05 ======
- Attempted repairs at team balancing.
- Attempted repairs and improved Team kill punishing.
- Included functioning Team chat.
- Included simple team uniforms.
- Included SimpleHelp.  

====== 1.04 ======
- Added team tag support when chatting.

====== 1.03 ======
- Added Teamkilling punishing support.  **DAMAGED**

====== 1.02 ======
- Added support for team swaping.
- Added support for team balancing. **INCOMPLETE**

====== 1.01 ======
- Made it more understandable for players to know what team they are on.
- Renamed Teams 1 & 2 to Red & Blue.

====== 1.00 ======
- Created rudimentary team spawning system.
- Forced miniGameCstar fishe() to always return true.
- Forced miniGameCanDamage() to always return true.

4
Drama / Azimuth - Leaving Forever!
« on: September 09, 2009, 01:19:47 PM »
Azimuth claims that he is "leaving forever", yet he did not make a goodbye post or even say anything in Drama.


Quote
Leaving forever.  I have had many of my best and worst times here, and have stayed far past due.  You can contact me but I won't be on as of writing this.  I feel I need to gather myself.  I may never be back, and soon I will completely disappear.
 Adiós

Upon reading his profile, the above quote is left in his signature. His avatar claims to be "leaving forever" but within his farewell speech he uses some interesting wording to suggest that if people really want him to come back, that he will.

Quite frankly, it would seem as if he is entertaining a major loophole. Rule 5 of the Blockland forums states that pleading for sympathy is not allowed. Does this include also doing so in a profile?

What say you, the forum community users? Should he be banned?

5
Maps / Block Island 2 - Dark
« on: August 04, 2009, 09:01:16 PM »
Map: Block Island 2 - Dark
A repeating terrain map.

Description
This map was originally used for Block City. The water does not float users, but rather sends them to the sea floor at high velocities. The fog distance encompasses the size of an island to ensure that latency issues due to a high brick count are not a problem.

This version of Block Islands is updated to give a more pleasing fog distance and color. The skybox has also been altered to give a darker feel to the map.

Screenshots


Download
Map_BlockIsland2Dark.zip

6
Add-Ons / Block City Version 3
« on: July 27, 2009, 04:09:20 PM »

This is the script that is running on ScatteredSpace's primary server: Block City. The script retains all features that the primary server has. This includes the Deathmatch Arena, VIP system, Server Moderator & VIP labeling, and a logging system to keep tabs on your server moderators.

The script can be used on both Non-Dedicated and Dedicated servers, but not LAN Servers.

HOW TO USE:
- Players must build on a (default) baseplate to begin building.
- If Baseplate alignment is on, the player must align their baseplate by having it touch two other baseplates.
- Players are limited on how many Bricks they can plant by how many Blocks (currency) they have.
- Players can gain Blocks by chopping trees, mining ores, or (if enabled) Deathmatch.

Useful Server Moderator Commands:
- /addvip [USERNAME] - Grants a user VIP.
- /removevip [USERNAME] - Removes VIP from a user.
- /setBlocks [AMOUNT] [USERNAME] - Sets a user's Blocks to a specific amount.
- /grantBlocks [AMOUNT] [USERNAME] - Gives a user an additional amount of Blocks to their own amount.

KNOWN ISSUES:
  • The Spawn System conflicts with Brick_ScaleSpawns, I am not sure why yet.
  • SimpleDB v3 Does not save on exit, but rather saves every 10 minutes.
  • SimpleHelp Does not support nested (sub) sections (yet).
  • 64x64 Baseplates cannot be planted when trying to be aligned with a loaded save Baseplate.
  • Block City is not compatible with the latest Duplicator version. We recommend you use the patched V11 Duplicator instead. (DIRECT LINK HERE)

Some preferences like the DM arena, VIP system, and Baseplate alignment system are disabled by default. You must edit prefs.cs in the Script_BlockCity.zip file to enable these features or enable them within RTB's Preferences menu.

If you find a bug with this script please report it ASAP with a console log.

Simply place Script_BlockCity within your Add-Ons folder within your Blockland folder.

CHANGE LOG - V3
- Database replaced with Mr. Doom's SimpleDB v3-B
- Help system changed from function based help to a XML Style help file (BlockCity.XHLP)
- Added Credits
- Added $Pref::BlockCity::AutoDisplayHelp (runs /help when the client spawns)
- Added Selective Projectile Disabling (only disables digger & axe projectiles from spawning from bricks & players, on by default)
- Rewrote the resource mod to be easily expandable and more balanced.
- Removed RTB Prefs to change resource costs/reward/respawn in game, now must be edited in the datablock.
- Smoothed most systems for spawning bricks, so if you run out of blocks it does not spawn and delete the brick (just denies you)
- Disabled Help.cs (conflicts with SimpleHelp, but is a backup)
- Removed PLAYERConnect();
- Removed savePLAYER();
- Removed isPlayer(); -- Use BCDB.existUser(%blid) instead (returns true/false)
- Removed SortArray();
- Removed SpawnCheck();
- Removed BaseCheck();
- Removed FindBlocks(); -- No longer neccessary with SimpleDB
- Removed ServerCmdJoinDM();
- Removed ServerCmdLeaveDM();
- Removed BrickMessage();
- Rewrote  isOnline(); -- Now Jolly and Loop Free!
- Added    GivePlayer(client,amount[,name-of-item]);
- Added    ChargePlayer(client,cost,name-of-item);
- Added    ServerCmdDM(); -- Adds or Removes you from DM
- Added    ServerCmdHelp(%client[,%section]); -- For SimpleHelp
- Added    SuperBaseCheck(); -- Replaces BaseCheck();
- Added    BrickTest(); -- Preplant brick testing for ServerCmdPlantBrick();
- Added    ServerCmdPlantBrick(); OVERWRITE (aka. in a package)
- Added Credits to the help system
- Added Refunds to the help system
- Added Refunds v1, (Experimental)
- Added Several new resources.
- Added Text notifying users that axes chop trees and digger mines, if they don't hit the correct resource.
- Added Support for Destiny's Variable Events.

Resources no longer use manually set respawn times etc...
You now set the Total Hits and Blocks Per Hit in the datablocks (you will see examples, MDRM_BPH etc...)
Resources also no longer use individual datablocks, they inherit the parent of their group, so you don't respecify everything.
The following formulas are used to find costs/respawn time/reward (this is Pseudocode not the actual torque script)
Code: [Select]
Reward = RoundDown(BlocksPerHit*TotalHits)
RespawnTime = BlocksPerHit*TotalHits*8000
Cost = RoundDown(BlocksPerHit*TotalHits*150)
Refund = RoundDown(BlocksPerHit*TotalHits*75)

THE UPDATE WILL AFFECT THE DATABASE!
(It will be reset)
Simply replace your current Script_BlockCity File with this one.

Special Thanks to:
- Mr. Wallet: Coding help
- Mr. Doom: Coding revisions, Resource System 2, SimpleDB, SimpleSpawn (Alpha), SimpleHelp (Alpha), Refunds (Beta),
- Truce: Initial Default Minigame system
- Destiny: Baseplate alignment system
- Kunit: Initial Resource system

Download Link: Block City


Mr. Doom's License on SimpleDB/SimpleHelp:
It says it at the Top of SimpleDB, but basically it means: ScatteredSpace is allowed to distribute and modify it with their Scripts, however they must give me credit.



For Modders: Example Codes:
To Give blocks to a player for winning the DM (the player is named %Killer in this case)
Code: [Select]
GivePlayer(%Killer,%reward,"DM Win"); This will tell them they gained blocks for a "DM Win" and give them %reward blocks.

To Charge for a 100 Block Brick named "Expensive Brick"
Code: [Select]
if(chargePlayer(%client,%cost,"Expensive Brick")){
   // They will be told and charged, but this is what you do if they were charged (if chargePlayer returned true)
} else {
   // They will be told they don't have enough, but this is what you do if they didn't buy it (like delete the brick)
}
To Check if a player is in the database
Code: [Select]
BCDB.existUser(%Client.BL_ID); // Returns True/False

7
Maps / Block Island 2
« on: July 27, 2009, 04:00:59 PM »
Map: Block Island 2
A repeating terrain map.

Description
This map was originally used for Block City. The water does not float users, but rather sends them to the sea floor at high velocities. The fog distance encompasses the size of an island to ensure that latency issues due to a high brick count are not a problem.

Screenshots


Download
Map_BlockIsland2.zip

8
Modification Help / Detecting bricks nearby issue
« on: July 23, 2009, 04:05:59 PM »
Block City uses a relatively simple brick detection system to determine if a baseplate is next one that is trying to be planted so that lots are not mis-aligned. This current alignment system works but with an issue I am unable to determine. All baseplates can properly detect if other baseplates are on their sides except for the 64x64 Baseplate when it attempts to see if loaded baseplates are next to it. The 64x64 baseplate has no problem detecting if other baseplates are next to it if they were just planted and only occurs with loaded save baseplates. No other baseplate has this issue as well.

Any help would be appreciated.
Code: [Select]
function fxDTSBrick::getSurroundingBaseplateCount(%brick)
{
%hitCount = 0;

%sizex = %brick.getDatablock().bricksizex;
%sizey = %brick.getDatablock().bricksizey;

%startPos = posFromTransform(%brick.getTransform());

%lengthy = ((%sizey / 2) / 2) + 0.1;
%lengthx = ((%sizex / 2) / 2) + 0.1;

//Y+
%endPos = vectorAdd(%startPos,"0" SPC %lengthy SPC "0");
%object = firstWord(containerRaycast(%startPos,%endPos,$TypeMasks::FxBrickAlwaysObjectType,%brick));

if(isObject(%object))
{
%hitCount++;
}
//Y-
%endPos = vectorSub(%startPos,"0" SPC %lengthy SPC "0");
%object = firstWord(containerRaycast(%startPos,%endPos,$TypeMasks::FxBrickAlwaysObjectType,%brick));

if(isObject(%object))
{
%hitCount++;
}
//X+
%endPos = vectorAdd(%startPos,%lengthx SPC "0 0");
%object = firstWord(containerRaycast(%startPos,%endPos,$TypeMasks::FxBrickAlwaysObjectType,%brick));

if(isObject(%object))
{
%hitCount++;
}
//X-
%endPos = vectorSub(%startPos,%lengthx SPC "0 0");
%object = firstWord(containerRaycast(%startPos,%endPos,$TypeMasks::FxBrickAlwaysObjectType,%brick));

if(isObject(%object))
{
%hitCount++;
}

return %hitCount;
}


9
I currently have a dilemma with my script. To allow more ease-of-use when changing preferences with my script, I have turned to the RTB Preference menu so that a new GUI would not have to be made. My problem is that all of my preferences show, but their values may not appear or the values may be incorrect.

My prefs.cs file is shown below. I just want to make sure I am properly implementing the RTB prefs system or if it is a bug due to the fact that I am trying to create too many preferences or something.
Code: [Select]
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//This file allows you to change script settings.   +
//Settings can be changed within RTB.   +
//If the user does not have RTB, they can change settings below.  +
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

$PREF::NoProjectile = true; //This prevents resource exploits.
$PREF::NoPlayerProjectile = true; //This prevents resource exploits.

//++++++++++++++++++
//RTB Preferences  +
//++++++++++++++++++

if(isFile("Add-Ons/System_ReturnToBlockland/server.cs"))
{
if(!$RTB::RTBR_ServerControl_Hook)
exec("Add-Ons/System_ReturnToBlockland/RTBR_ServerControl_Hook.cs");

RTB_registerPref("Enable Alignment","Block City Settings","Pref::blockCity::enableAlignment", "list Off 0 On 1", "Script_BlockCity", 0, 0, 0);

RTB_registerPref("New User Block Amount","Block City Settings","$Pref::blockCity::newUserBlockAmount", "int 0 1000", "Script_BlockCity", 150, 0, 0);

    RTB_registerPref("Enable DM","Block City Settings","Pref::blockCity::enableDM", "list Off 0 On 1", "Script_BlockCity", 0, 0, 0);
RTB_registerPref("DM Win Reward","Block City Settings","Pref::blockCity::DMWinReward", "int 0 1000", "Script_BlockCity", 2, 0, 0);
RTB_registerPref("DM Loss Reward","Block City Settings","Pref::blockCity::DMLossReward", "int 0 1000", "Script_BlockCity", 1, 0, 0);

    RTB_registerPref("Enable VIP","Block City Settings","Pref::blockCity::enableVIP", "list Off 0 On 1", "Script_BlockCity", 0, 0, 0);
RTB_registerPref("VIP Price","Block City Settings","Pref::blockCity::vipPrice", "int 0 100000", "Script_BlockCity", 50000, 0, 0);

RTB_registerPref("16x16 Baseplate Price","Block City Settings","Pref::blockCity::16x16BaseplateCost", "int 0 1000", "Script_BlockCity", 25, 0, 0);
RTB_registerPref("32x32 Baseplate Price","Block City Settings","Pref::blockCity::32x32BaseplateCost", "int 0 2000", "Script_BlockCity", 100, 0, 0);
RTB_registerPref("48x48 Baseplate Price","Block City Settings","Pref::blockCity::48x48BaseplateCost", "int 0 3000", "Script_BlockCity", 200, 0, 0);
RTB_registerPref("64x64 Baseplate Price","Block City Settings","Pref::blockCity::64x64BaseplateCost", "int 0 4000", "Script_BlockCity", 400, 0, 0);

RTB_registerPref("Dirt Total Hits","Block City Settings","Pref::blockCity::dirtTotalHits", "int 0 100", "Script_BlockCity", 15, 0, 0);
RTB_registerPref("Dirt Block Reward","Block City Settings","Pref::blockCity::dirtBlockReward", "int 0 100", "Script_BlockCity", 2, 0, 0);
RTB_registerPref("Dirt Regeneration","Block City Settings","Pref::blockCity::dirtRegenerate", "int 0 300000", "Script_BlockCity", 120000, 0, 0);
RTB_registerPref("Dirt Cost","Block City Settings","Pref::blockCity::dirtCost", "int 0 1000", "Script_BlockCity", 300, 0, 0);

RTB_registerPref("Copper Total Hits","Block City Settings","Pref::blockCity::copperTotalHits", "int 0 100", "Script_BlockCity", 30, 0, 0);
RTB_registerPref("Copper Block Reward","Block City Settings","Pref::blockCity::copperBlockReward", "int 0 100", "Script_BlockCity", 5, 0, 0);
RTB_registerPref("Copper Regeneration","Block City Settings","Pref::blockCity::copperRegenerate", "int 0 300000", "Script_BlockCity", 120000, 0, 0);
RTB_registerPref("Copper Cost","Block City Settings","Pref::blockCity::copperCost", "int 0 2000", "Script_BlockCity", 750, 0, 0);

RTB_registerPref("Iron Total Hits","Block City Settings","Pref::blockCity::ironTotalHits", "int 0 200", "Script_BlockCity", 50, 0, 0);
RTB_registerPref("Iron Block Reward","Block City Settings","Pref::blockCity::ironBlockReward", "int 0 100", "Script_BlockCity", 10, 0, 0);
RTB_registerPref("Iron Regeneration","Block City Settings","Pref::blockCity::ironRegenerate", "int 0 300000", "Script_BlockCity", 120000, 0, 0);
RTB_registerPref("Iron Cost","Block City Settings","Pref::blockCity::ironCost", "int 0 3000", "Script_BlockCity", 1500, 0, 0);

RTB_registerPref("Silver Total Hits","Block City Settings","Pref::blockCity::silverTotalHits", "int 0 200", "Script_BlockCity", 65, 0, 0);
RTB_registerPref("Silver Block Reward","Block City Settings","Pref::blockCity::silverBlockReward", "int 0 100", "Script_BlockCity", 16, 0, 0);
RTB_registerPref("Silver Regeneration","Block City Settings","Pref::blockCity::silverRegenerate", "int 0 300000", "Script_BlockCity", 120000, 0, 0);
RTB_registerPref("Silver Cost","Block City Settings","Pref::blockCity::SilverCost", "int 0 4000", "Script_BlockCity", 2400, 0, 0);

RTB_registerPref("Gold Total Hits","Block City Settings","Pref::blockCity::goldTotalHits", "int 0 200", "Script_BlockCity", 75, 0, 0);
RTB_registerPref("Gold Block Reward","Block City Settings","Pref::blockCity::goldBlockReward", "int 0 100", "Script_BlockCity", 23, 0, 0);
RTB_registerPref("Gold Regeneration","Block City Settings","Pref::blockCity::goldRegenerate", "int 0 300000", "Script_BlockCity", 180000, 0, 0);
RTB_registerPref("Gold Cost","Block City Settings","Pref::blockCity::goldCost", "int 0 5000", "Script_BlockCity", 3450, 0, 0);

RTB_registerPref("Sapphire Total Hits","Block City Settings","Pref::blockCity::sapphireTotalHits", "int 0 200", "Script_BlockCity", 100, 0, 0);
RTB_registerPref("Sapphire Block Reward","Block City Settings","Pref::blockCity::sapphireBlockReward", "int 0 100", "Script_BlockCity", 35, 0, 0);
RTB_registerPref("Sapphire Regeneration","Block City Settings","Pref::blockCity::SapphireRegenerate", "int 0 300000", "Script_BlockCity", 300000, 0, 0);
RTB_registerPref("Sapphire Cost","Block City Settings","Pref::blockCity::sapphireCost", "int 0 6000", "Script_BlockCity", 8750, 0, 0);

RTB_registerPref("Emerald Total Hits","Block City Settings","Pref::blockCity::emeraldTotalHits", "int 0 200", "Script_BlockCity", 120, 0, 0);
RTB_registerPref("Emerald Block Reward","Block City Settings","Pref::blockCity::emeraldBlockReward", "int 0 100", "Script_BlockCity", 48, 0, 0);
RTB_registerPref("Emerald Regeneration","Block City Settings","Pref::blockCity::emeraldRegenerate", "int 0 300000", "Script_BlockCity", 300000, 0, 0);
RTB_registerPref("Emerald Cost","Block City Settings","Pref::blockCity::emeraldCost", "int 0 7000", "Script_BlockCity", 120000, 0, 0);

RTB_registerPref("Ruby Total Hits","Block City Settings","Pref::blockCity::rubyTotalHits", "int 0 3V:)V00", "Script_BlockCity", 150, 0, 0);
RTB_registerPref("Ruby Block Reward","Block City Settings","Pref::blockCity::rubyBlockReward", "int 0 200", "Script_BlockCity", 68, 0, 0);
RTB_registerPref("Ruby Regeneration","Block City Settings","Pref::blockCity::rubyRegenerate", "int 0 300000", "Script_BlockCity", 300000, 0, 0);
RTB_registerPref("Ruby Cost","Block City Settings","Pref::blockCity::rubyCost", "int 0 8000", "Script_BlockCity", 17000, 0, 0);

RTB_registerPref("Pine Total Hits","Block City Settings","Pref::blockCity::pineTotalHits", "int 0 100", "Script_BlockCity", 20, 0, 0);
RTB_registerPref("Pine Block Reward","Block City Settings","Pref::blockCity::pineBlockReward", "int 0 100", "Script_BlockCity", 6, 0, 0);
RTB_registerPref("Pine Regeneration","Block City Settings","Pref::blockCity::pineRegenerate", "int 0 300000", "Script_BlockCity", 180000, 0, 0);
RTB_registerPref("Pine Cost","Block City Settings","Pref::blockCity::pineCost", "int 0 2000", "Script_BlockCity", 1200, 0, 0);

RTB_registerPref("Birch Total Hits","Block City Settings","Pref::blockCity::birchTotalHits", "int 0 100", "Script_BlockCity", 40, 0, 0);
RTB_registerPref("Birch Block Reward","Block City Settings","Pref::blockCity::birchBlockReward", "int 0 100", "Script_BlockCity", 16, 0, 0);
RTB_registerPref("Birch Regeneration","Block City Settings","Pref::blockCity::birchRegenerate", "int 0 300000", "Script_BlockCity", 240000, 0, 0);
RTB_registerPref("Birch Cost","Block City Settings","Pref::blockCity::birchCost", "int 0 4000", "Script_BlockCity", 3200, 0, 0);

RTB_registerPref("Dead Tree Total Hits","Block City Settings","Pref::blockCity::deadTreeTotalHits", "int 0 100", "Script_BlockCity", 12, 0, 0);
RTB_registerPref("Dead Tree Block Reward","Block City Settings","Pref::blockCity::deadTreeBlockReward", "int 0 100", "Script_BlockCity", 3, 0, 0);
RTB_registerPref("Dead Tree Regeneration","Block City Settings","Pref::blockCity::deadTreeRegenerate", "int 0 300000", "Script_BlockCity", 120000, 0, 0);
RTB_registerPref("Dead Tree Cost","Block City Settings","Pref::blockCity::deadTreeCost", "int 0 2000", "Script_BlockCity", 600, 0, 0);

}
else
{

//+++++++++++++++++++++
//General Prefernces  +
//+++++++++++++++++++++

$Pref::blockCity::enableAlignment = false;

$Pref::blockCity::newUserBlockAmount = 150;

$Pref::blockCity::enableDM = false;
$Pref::blockCity::DMWinReward = 2;
$Pref::blockCity::DMLossReward = 1;

$Pref::blockCity::enableVIP = false;
$Pref::blockCity::vipPrice = 50000;

//+++++++++++++
//Lot Prices  +
//+++++++++++++

$Pref::blockCity::16x16BaseplateCost = 25;
$Pref::blockCity::32x32BaseplateCost = 100;
$Pref::blockCity::48x48BaseplateCost = 200;
$Pref::blockCity::64x64BaseplateCost = 400;

//+++++++++++++++++++++++
//Resource Preferences  +
//+++++++++++++++++++++++

//Dirt
$Pref::blockCity::dirtTotalHits = 15; //How many hits it takes.
$Pref::blockCity::dirtBlockReward = 2; //Amount of Blocks given.
$Pref::blockCity::dirtRegenerate = 120000; //Set in Milliseconds.
$Pref::blockCity::dirtCost = 300; //How much it costs to plant.

//Copper
$Pref::blockCity::copperTotalHits = 30; //How many hits it takes.
$Pref::blockCity::copperBlockReward = 5; //Amount of Blocks given.
$Pref::blockCity::copperRegenerate = 120000; //Set in Milliseconds.
$Pref::blockCity::copperCost = 750; //How much it costs to plant.

//Iron
$Pref::blockCity::ironTotalHits = 50; //How many hits it takes.
$Pref::blockCity::ironBlockReward = 10; //Amount of Blocks given.
$Pref::blockCity::ironRegenerate = 120000; //Set in Milliseconds.
$Pref::blockCity::ironCost = 1500; //How much it costs to plant.

//Silver
$Pref::blockCity::silverTotalHits = 65; //How many hits it takes.
$Pref::blockCity::silverBlockReward = 16; //Amount of Blocks given.
$Pref::blockCity::silverRegenerate = 120000; //Set in Milliseconds.
$Pref::blockCity::silverCost = 2400; //How much it costs to plant.

//Gold
$Pref::blockCity::goldTotalHits = 75; //How many hits it takes.
$Pref::blockCity::goldBlockReward = 23; //Amount of Blocks given.
$Pref::blockCity::goldRegenerate = 180000; //Set in Milliseconds.
$Pref::blockCity::goldCost = 3450; //How much it costs to plant.

//Sapphire
$Pref::blockCity::sapphireTotalHits = 100; //How many hits it takes.
$Pref::blockCity::sapphireBlockReward = 35; //Amount of Blocks given.
$Pref::blockCity::sapphireRegenerate = 300000; //Set in Milliseconds.
$Pref::blockCity::sapphireCost = 8750; //How much it costs to plant.

//Emerald
$Pref::blockCity::emeraldTotalHits = 120; //How many hits it takes.
$Pref::blockCity::emeraldBlockReward = 48; //Amount of Blocks given.
$Pref::blockCity::emeraldRegenerate = 300000; //Set in Milliseconds.
$Pref::blockCity::emeraldCost = 12000; //How much it costs to plant.

//Ruby
$Pref::blockCity::rubyTotalHits = 150; //How many hits it takes.
$Pref::blockCity::rubyBlockReward = 68; //Amount of Blocks given.
$Pref::blockCity::rubyRegenerate = 300000; //Set in Milliseconds.
$Pref::blockCity::rubyCost = 17000; //How much it costs to plant.

//Tree (Pine)
$Pref::blockCity::pineTotalHits = 20; //How many hits it takes.
$Pref::blockCity::pineBlockReward = 6; //Amount of Blocks given.
$Pref::blockCity::pineRegenerate = 180000; //Set in Milliseconds.
$Pref::blockCity::pineCost = 1200; //How much it costs to plant.

//Tree (Birch)
$Pref::blockCity::birchTotalHits = 40; //How many hits it takes.
$Pref::blockCity::birchBlockReward = 16; //Amount of Blocks given.
$Pref::blockCity::birchRegenerate = 240000; //Set in Milliseconds.
$Pref::blockCity::brichCost = 3200; //How much it costs to plant.

//Tree (Dead)
$Pref::blockCity::deadTreeTotalHits = 12; //How many hits it takes.
$Pref::blockCity::deadTreeBlockReward = 3; //Amount of Blocks given.
$Pref::blockCity::deadTreeRegenerate = 120000; //Set in Milliseconds.
$Pref::blockCity::deadTreeCost = 600; //How much it costs to plant.

}

10
I am trying to shape up my Block City Script for public release. The script itself has been used on a dedicated server, but I am attempting to allow it to be used in non-dedicated servers as well.

The script works just fine, however when the host attempts to disconnect (or end the server without closing the game), a plethora of errors in console appear.

This is what appears in the console with trace enabled:
Code: [Select]
         Entering GameConnection::onDrop(6161)
            Entering MiniGameSO::removeMember(6096, 6161)
               Entering messageClient(, 2, Rodion left the mini-game., 6161, 0)
               Leaving messageClient() - return
               Entering GameConnection::setScore(6161, 0)
               Leaving GameConnection::setScore() - return
               Entering GameConnection::resetVehicles(6161)
               Leaving GameConnection::resetVehicles() - return
               Entering GameConnection::ClearEventObjects(6161, 1392640)
               Leaving GameConnection::ClearEventObjects() - return
               base/server/scripts/allGameScripts.cs (26693): Unable to find object: '6164' attempting to call function 'getCount'
               base/server/scripts/allGameScripts.cs (26696): Unable to find object: '6164' attempting to call function 'getObject'
               base/server/scripts/allGameScripts.cs (26699): Unable to find object: '6164' attempting to call function 'getDataBlock'
               base/server/scripts/allGameScripts.cs (26699): Unable to find object: '' attempting to call function 'getId'

Judging from the traced console log, the only thing I can ascertain is that the automatic minigame system is having some trouble when the host disconnects from the non-dedicated server. I haven't been able to determine what object it's looking for and I haven't been able to determine how to end the errors. I should stress that this error does not appear except when the host of a non-dedicated server disconnects from the server (NOT QUIT).

I'd appreciate any help into the matter that someone can give.

Attached is a traced console log and the script as well.
<REMOVED>

11
Clan Discussion / ScatteredSpace
« on: March 26, 2009, 03:37:14 PM »

You may have heard rumors that ScatteredSpace is returning.

After USSR's demise, I had hoped that MotE would become the new leading figurehead of all Blockland Clans. Unfortunately, Inactivity got the better of MotE and they too dissolved. ScatteredSpace was once the largest Blockland Community before the arrival of USSR. It was first created in early 2005 and was subsequently shut down in late 2007 after I had let the webhosting that ScatteredSpace was using expire.

I feel that now is the time for ScatteredSpace's revival.

ScatteredSpace is aimed at bringing interesting servers to Blockland with fun in mind. Building is not a primary focus with ScatteredSpace, nor has it ever been. Since ScatteredSpace's return, we have created unique servers such as the Block City and 24/7 Dogfight servers.


Server Information



About the Server <== Read this for further Server Information.
Server Title: KINEX's [ScatteredSpace] Blockland City
Player Slots: 20
Passworded: No
Status: ONLINE


About the Server <== Read this for further Server Information.
Server Title: KINEX's [ScatteredSpace] 24/7 Dogfight Server [BETA]
Player Slots: 20
Passworded: No
Status: ONLINE

Website/Forum URL
Home Page
Forums
Scripting Tutorials

Server Moderators:
Wizzard - ID 282 - CONTACT
KINEX - ID 336 - CONTACT
Mike - ID 299 - CONTACT
MasterLegoDude - ID 590 - CONTACT
Kazem - ID 942 - CONTACT
Blastdown - ID 1511 - CONTACT
Skele - ID 2018 - CONTACT
Destiny - ID 3642 - CONTACT
Mr. Doom - ID 5621 - CONTACT
Boom - ID 9740 - CONTACT
Lego_Addict - ID 9932 - CONTACT
Shappeh  - ID 12211 - CONTACT

Honorary Moderators
LoserHero - ID 1992



Joining ScatteredSpace
ScatteredSpace is an open community that anyone may join. No Application is necessary (However, joining the forums is recommended). How you 'rank' in ScatteredSpace is determined by your devotion and value towards the Community. The [SS] Clan Tag is entirely optional to wear.

Highly active users on either the ScatteredSpace forums and server will be given VIP or Server Moderation abilities on the Block City server if they are shown worthy enough.

What is Block City?
Block City is not CityRP. In early March 2009, Block City became active for the first time for users to enjoy. The script aims to provide a building experience for players with some restrictive aspects. Users must acquire materials to gain "Blocks" in order to build. There are no Jobs, no police, and certainly no item purchasing (save for faster tree-chopping or mining tools).

What is Vehicle Wars?
The Vehicle Wars script aims at providing users the ability to use vehicles within a dedicated team deathmatch. Work is continuously being done to provide better gameplay.

All questions/comments about the Community and the server it runs are welcome.

12
General Discussion / ► V11 Bugs
« on: March 18, 2009, 05:04:05 PM »
I am creating this thread so we can have a unified area to report any oddities found while using the new version of Blockland.

Please make sure that the bugs that you think you have discovered are actually bugs.

Known issues:
- Graphical Glitches: PROVEN
See Posts:
(Contains Examples)

- Player Connection sound missing: PROVEN
(Player disconnection is still used so it would seem to be an error of some sort)

- Players cannot Ctrl Z a brick if it is on a build trusted player's brick: PROVEN
(A message will appear that the player does not have enough trust to do that. Hammering the brick works.)
(This seems to be an old bug.)

-Fatal Physics Error
See: This Post.

-Walking animation remains when people are teleported and are standing still.

-Blockland claims to be at version 25 and in Demo Mode
See: This Post.

-Damaged Avatar Settings
See: This Post.
(It is unknown if it is the game itself causing this or an Add-On.)

-Brick FakeKilled issues
See: This Post.
See: This Post.
See: This Post.

-Unable to paint peg legs

-Planting a brick does not give points in a minigame

-A players light may sometimes remain for a long time after the player has died

-Bullet Error/Warning
See: This Post.

-Problem with function clearCurrentQuotaObject
See: This Post.


Post other odd issues you have found below.

If you have found a bug please post your log file!

13
Many people have expressed an interest in learning the fundamentals of Torque script. I will be on my Gobby and Vent server tonight to instruct people on how to begin coding.

What I will cover tonight:
- Variables
-- Global Variables
-- Local Variables

- Condition statements
-- If/Then statements

- Loops
-- While loops
-- Until loops
-- For loops

- Functions
-- Passing variables through functions
-- Server Commands

- Scheduling (delays)

How to Participate
- Download Gobby 0.4 (0.5 has too many bugs to work at the moment)
http://gobby.0x539.de/trac/
Session IP: 24.209.112.95 OR USE scatteredspace.com
Make sure you have a unique username and a bright color.

- Download Ventrilo
http://www.ventrilo.com/
Server IP: 24.209.112.95
Port: Default

I'll begin my tutorial at 8:30 PM Central time. If you have any questions or comments, post them here.

14
Mapping Help / Guide: Making Basic Interiors
« on: February 08, 2009, 04:59:09 PM »
Are you sick of making just terrains, seeing islands, and the dreaded no effort attempt at making a slate map? Well then this thread is for you! I thought it would be time to finally make an easy step by step tutorial on making interior maps. The scope of this thread is to give off small details at a time to help you learn the basics to working with Torque Constructor.  Please keep in mind that I do this as a hobby. I may describe things wrong or incorrectly. If that happens please correct me.

NOTE: I will not help anyone until they get the program installed on their PC.

Now that we are done with the scope lets move on to the requirements:

Table of Contents:

1 – What you will need
2 – Making a Cube
3 – Learning to Modify your cube ( Currently being worked on)
? – Saving your work to be added on Blockland ( Currently being worked on)
? – The Blockland Mission Editor and YOU! ( Currently being worked on)

More things will be added than this. Expect Daily to Weekly updates on this thread.




1  What you will need-

Torque Constructor - http://www.garagegames.com/products/constructor (requires to to make an account at Garage Games website to download. THIS IS A FREE PRODUCT)



Above is the Constructors main layout after you have the program installed. Some things may look slightly different but do not worry and do not get intimidated by the grid system. Once you get the basics down, you will hardly fear it.

The basics of the grid system:

Top Left: Shows the perspective of looking down at an object
Top Right: Shows the 3D version of what is on the grid
Bottom Left: Shows the perspective of looking at the back of an object
Bottom Right: Shows the perspective of looking at the left of an object
(these can be changed to show other views but for now we will leave them as they are)


2  Making a Cube (Easy)



Look at the picture and click on the object that looks like a cube. Anything circled and arrowed at in red show where to click. Once clicked you will see some things change with your menus. 



By clicking on the cube you have opened up the properties box. This allows you to change a lot of the aspects of the object that you are making. But because you are a beginner, you wont need to touch most of these things until later on when you have a better understanding. The things that will matter most to you are the four buttons near the top of the properties box. Those buttons are ACTIVATE, RESET, MAKE, and MAKE & CONT.

Activate [ALT-A]
This button will show you your object in the windows and allow you to continue to edit it.
Reset [ALT-R]
This button resets the selected object to its default parameters.
Make [Return or Q]
This button will allow you setup your object without seeing it and when clicked makes it visible and deselected the object for you.
Make & Cont [SHIFT-Return or SHIFT-Q]
This button acts like make but keeps the current selected object active.

Now back to making the cube! To make our first cube simply make a square on any of the screens with the exception of the top right. (I used the top left screen) Its just like making a square in paint. Once you have your basic cube you need to click Make & Count and then press ESC on your key board. Congratulations! You should now have a cube like the one seen here.



Now your cube may look a different color. We will want to change the color then. Look at the picture above and next to the 1 you will see our texture panel. We are going to want to change the texture by clicking in BROWSE.



For now we will not be adding out own textures but instead we will be using the default colors that the Constructor gives us. Open the drop down list and choose a color. Once you have one, click on MAKE & CONT.  To add the color we will want to click on your cube and on the texture window where the 1 is you want to click APPLY. Your cube should now change color!

The number 2 that highlights the bottom shows that we can do more with textures. When BRUSHES is highlighted it will fill the whole object with texture you have selected. FACES allows you to select a side of your object and texture it. To select multiple sides at once with FACES, hold SHIFT down on your keyboard while you are selecting your sides.

Now that you have these things down, play around and experiment. But before you do that you will want to save your .map. Simply go to file SAVE AS and make a folder and save your map. In its current form, it can not be ported to Blockland and be used in game. We will come back to that later and discuss how to add a .dts to Blockland to be used.


3 – Learning to Modify your cube ( Currently being worked on, Please wait for thread update)




Q & A's
(Please ask me questions in the thread and I will add them here to the opening post)

Q: How Many Interior Maps Have You Made?

A: I have made two. Office and Semi Truck. Both of which have not been released to meet Blockland's current map standard for V10. I will be porting them and possibly updating them later. I also have another map on RTB right now called Spyglass. Spyglass was made for another game and I ported and modified it for use with Blockland. Because of that, I will not call it one of my own.

Q: Have You Always Used Torque Constructor?

A: No I used to use a program called GTK Radiant for mapping in Quake 3 games. While the program can be used to map with Blockland, you have to jump through too many hoops and is not piratical for a person just learning how to map.

15
Modification Help / Mandatory Mini-game on a Dedicated Server [Help]
« on: January 28, 2009, 02:04:06 PM »
 To make a good server-side mod, one must use the abilities and settings of a Mini-game. In order for me to further my scripting knowledge by making simple mods, I need to understand how to initialize a mini-game when a dedicated server starts.

I have looked at an add-on made by Aloshi (part of it shown below):
Code: [Select]
//To make starting of minigames not admin-required, remove this:
package MinigameAO
{
function serverCmdCreateMinigame(%client,%a,%b,%c,%d,%e,%f,%g)
{
if(%client.issuperadmin || %client.isadmin)
{
Parent::serverCmdCreateMinigame(%client,%a,%b,%c,%d,%e,%f,%g);
}else{
messageclient(%client,"","Sorry, you are not an admin.");
}
}
};
activatePackage(MinigameAO);
.
.
.
See: Attachment 1
It would appear, however, that this code cannot be used for dedicated servers. I could be wrong on that though. From what I understand it calls the function serverCmdCreateMinigame which requires a client to initiate it.

The only other add-on I could think of that would have an example of this was the City RP add-on. It's code is poorly structured, all of it is in a single package, and for a novice coder like me it's hard to read. I found an area where it appears to create settings for the mini-game (shown below) but I don't have any idea how to actually activate the mini-game itself.
Code: [Select]
if(!isObject(CityRPMini))
{
new scriptObject(CityRPMini)
{
class = miniGameSO;

brickDamage = true;
brickRespawnTime = 10000;
colorIdx = -1;

enableBuilding = true;
enablePainting = true;
enableWand = true;
fallingDamage = true;
inviteOnly = true;

points_plantBrick = 0;
points_breakBrick = 0;
points_die = -1;
points_killPlayer = 1;
points_killSelf = -1;

playerDatablock = playerNoJet;
respawnTime = 5000;
selfDamage = true;

playersUseOwnBricks = false;
useAllPlayersBricks = true;
useSpawnBricks = false;
VehicleDamage = true;
vehicleRespawnTime = 5000;
weaponDamage = true;

numMembers = 0;
};
}
See: Attachment 2

Any help with figuring out how to create a mandatory mini-game at the start of a dedicated server would be most helpful.

EDIT: Attachments do not seem to be working at the moment. I'll try to upload the files to my web server.

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