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Topics - [USSR] Diggy

Pages: [1] 2
1
Game Modes / Metropolis RPG - Outdated but once completed
« on: May 29, 2019, 03:09:46 PM »
Hello everyone, I thought I would post the files for Metropolis RPG publicly finally. There are many assets in here that can be used to improve your other game modes and addons such as security camera addon (you get away with crimes if no camera or person sees you commit it), and a working (at the time) real estate mod. Unfortunately the mod hasn't been updated since 2014 to work with newer versions of blockland, but there are a ton of goodies in here that anyone can use if they wish. Good luck everyone.
Metropolis_RPG.Zip -
https://drive.google.com/file/d/1UXVYZUHqRYlv86439UYPS3dYw0ORNXop/view?usp=sharing

2
I was going to post this on the original thread, but the topic was too old. This is to help people make a copy of their player avatar in a gui. I basically took iBan's code and rewrote it for my own gui because I didn't understand how it was supposed to work. I know its probably not really needed, but it probably won't hurt to have this code up somewhere. if anyone can explain        a bit for me and if i'm doing everything really wrong let me know

code to make the avatar panel in your .gui
 
Code: [Select]
     new GuiObjectView(MetroGuiStats_Avatar) {
         profile = "GuiDefaultProfile";
         horizSizing = "right";
         vertSizing = "bottom";
         position = "0 0";
         extent = "185 320";
         minExtent = "8 2";
         visible = "1";
         cameraZRot = "0";
         forceFOV = "0";
         lightDirection = "-0.57735 0.57735 0.77735";
         lightColor = "0.600000 0.580000 0.500000 1.000000";
         ambientColor = "0.400000 0.400000 0.400000 1.000000";
      };
code to populate the avatar (run from a client.cs)
first it clears your object then goes through your prefs to add nodes to the object
Code: [Select]
function clientcmdUpdate_Avatar()
{

//clears then adds the avatar object walking
MetroGuiStats_Avatar.setEmpty();
MetroGuiStats_Avatar.dynamicObject = "fffObject";
MetroGuiStats_Avatar.setObject(MetroGuiStats_Avatar.dynamicObject, "base/data/shapes/player/m.dts", "", 0);
MetroGuiStats_Avatar.setSequence(MetroGuiStats_Avatar.dynamicObject, 0, "headup", 0);
MetroGuiStats_Avatar.setSequence(MetroGuiStats_Avatar.dynamicObject, 1, "run", 0.85);
MetroGuiStats_Avatar.setOrbitDist(0);
//hide all nodes
%nodeCount = 0;
%node[%nodeCount++] = "helmet";
%node[%nodeCount++] = "pointyHelmet";
%node[%nodeCount++] = "flareHelmet";
%node[%nodeCount++] = "scoutHat";
%node[%nodeCount++] = "copHat";
%node[%nodeCount++] = "knitHat";
%node[%nodeCount++] = "bicorn";
%node[%nodeCount++] = "Visor";
%node[%nodeCount++] = "plume";
%node[%nodeCount++] = "triPlume";
%node[%nodeCount++] = "septPlume";
%node[%nodeCount++] = "chest";
%node[%nodeCount++] = "femchest";
%node[%nodeCount++] = "pants";
%node[%nodeCount++] = "skirtHip";
%node[%nodeCount++] = "armor";
%node[%nodeCount++] = "bucket";
%node[%nodeCount++] = "cape";
%node[%nodeCount++] = "pack";
%node[%nodeCount++] = "quiver";
%node[%nodeCount++] = "tank";
%node[%nodeCount++] = "epaulets";
%node[%nodeCount++] = "epauletsRankA";
%node[%nodeCount++] = "epauletsRankB";
%node[%nodeCount++] = "epauletsRankC";
%node[%nodeCount++] = "epauletsRankD";
%node[%nodeCount++] = "ShoulderPads";
%node[%nodeCount++] = "LArm";
%node[%nodeCount++]  = "LArmSlim";
%node[%nodeCount++]  = "LHand";
%node[%nodeCount++]  = "LHook";
%node[%nodeCount++]  = "RArm";
%node[%nodeCount++]  = "RArmSlim";
%node[%nodeCount++]  = "RHand";
%node[%nodeCount++]  = "RHook";
%node[%nodeCount++]  = "pants";
%node[%nodeCount++]  = "skirtHip";
%node[%nodeCount++]  = "LShoe";
%node[%nodeCount++]  = "LPeg";
%node[%nodeCount++]  = "RShoe";
%node[%nodeCount++]  = "RPeg";
%node[%nodeCount++]  = "SkirtTrimLeft";
%node[%nodeCount++]  = "SkirtTrimRight";
%node[%nodeCount++]  = "LSki";
%node[%nodeCount++]  = "RSki";
for(%i = 1; %i <= %nodeCount; %i++)
{
MetroGuiStats_Avatar.hideNode(MetroGuiStats_Avatar.dynamicObject, %node[%i]);
}


MetroGuiStats_Avatar.setIflFrame(MetroGuiStats_Avatar.dynamicObject, "face", getIflFrame("face", $Pref::Avatar::FaceName));
MetroGuiStats_Avatar.setIflFrame(MetroGuiStats_Avatar.dynamicObject, "decal", getIflFrame("decal", $Pref::Avatar::DecalName));

%nodeCount = 0;
%node[%nodeCount++] = "headSkin" TAB $Pref::Avatar::headColor;
if($Pref::Avatar::Chest == 0)
{
%chest = "chest";
} else {
%chest = "femchest";
}
%node[%nodeCount++] = %chest TAB $pref::Avatar::TorsoColor;
if($Pref::Avatar::LArm == 0)
{
%lArm = "LArm";
} else {
%lArm = "LArmSlim";
}
%node[%nodeCount++] = %lArm TAB $Pref::Avatar::lArmColor;
if($Pref::Avatar::RArm == 0)
{
%rArm = "RArm";
} else {
%rArm = "RArmSlim";
}
%node[%nodeCount++] = %rArm TAB $Pref::Avatar::rArmColor;
if($Pref::Avatar::LHand == 0)
{
%LHand = "LHand";
} else {
%LHand = "LHook";
}
%node[%nodeCount++] = %LHand TAB $Pref::Avatar::lHandColor;
if($Pref::Avatar::RHand == 0)
{
%RHand = "RHand";
} else {
%RHand = "RHook";
}
%node[%nodeCount++] = %RHand TAB $Pref::Avatar::rHandColor;
if($Pref::Avatar::Hip == 0)
{
%hip = "pants";
} else {
%hip = "skirtHip";
}
%node[%nodeCount++] = %hip TAB $Pref::Avatar::hipColor;
if($Pref::Avatar::LLeg == 0)
{
%LLeg = "LShoe";
} else {
%LLeg = "LPeg";
}
%node[%nodeCount++] = %LLeg TAB $Pref::Avatar::lLegColor;
if($Pref::Avatar::RLeg == 0)
{
%RLeg = "RShoe";
} else {
%RLeg  = "RPeg";
}
%node[%nodeCount++] = %RLeg TAB $Pref::Avatar::rLegColor;
switch($pref::Avatar::Hat)
{
case 1:
%hat = "helmet";
if($pref::Avatar::Accent)
{
%accent = "Visor";
}
case 2:
%hat = "pointyHelmet";
case 3:
%hat = "flareHelmet";
case 4:
%hat = "scoutHat";
%accent = getAccent($pref::Avatar::Accent);
case 5:
%hat = "bicorn";
case 6:
%hat = "copHat";
%accent = getAccent($pref::Avatar::Accent);
case 7:
%hat = "knitHat";
%accent = getAccent($pref::Avatar::Accent);
}
if(%hat !$= "")
{
%node[%nodeCount++] = %hat TAB $pref::Avatar::HatColor;
}
if(%accent !$= "")
{
%node[%nodeCount++] = %accent TAB $pref::Avatar::AccentColor;
}

switch($pref::Avatar::Pack)
{
case 1:
%pack = "armor";
case 2:
%pack = "bucket";
case 3:
%pack = "cape";
case 4:
%pack = "pack";
case 5:
%pack = "quiver";
case 6:
%pack = "tank";
}
if(%pack !$= "")
{
%node[%nodeCount++] = %pack TAB $pref::Avatar::PackColor;
}

switch($pref::Avatar::SecondPack)
{
case 1:
%twopack = "epaulets";
case 2:
%twopack = "epauletsRankA";
case 3:
%twopack = "epauletsRankB";
case 4:
%twopack = "epauletsRankC";
case 5:
%twopack = "epauletsRankD";
case 6:
%twopack = "ShoulderPads";
}

if(%twopack !$= "")
{
%node[%nodeCount++] = %twopack TAB $pref::Avatar::SecondPackColor;
}
//populate nodes
for(%i = 1; %i <= %nodeCount; %i++)
{
MetroGuiStats_Avatar.unHideNode(MetroGuiStats_Avatar.dynamicObject, getField(%node[%i], 0));
MetroGuiStats_Avatar.setNodeColor(MetroGuiStats_Avatar.dynamicObject, getField(%node[%i], 0), getField(%node[%i], 1));
}


}

function getAccent(%accent)
{
switch(%accent)
{
case 1:
return "plume";
case 2:
return "triPlume";
case 3:
return "septPlume";
default:
return 0;
}
}


function getIflFrame(%node, %name)
{
%file = "base/data/shapes/player/" @ %node @ ".ifl";

if(isFile(%file))
{
%name = stripTrailingSpaces(fileBase(%name));

if(%name !$= "")
{
%fo = new FileObject() {};
%fo.openForRead(%file);

%hasFound = false;
%lineNum = 0;

while(!%fo.isEOF())
{
%line = %fo.readLine();
%thisDecal = stripTrailingSpaces(fileBase(%line));

if(%thisDecal $= %name)
{
%hasFound = true;
break;
}
else
{
%lineNum++;
}
}

%fo.close();
%fo.delete();

if(%hasFound)
{
return %lineNum;
}
else
{
return 0;
}
}
else
{
return 0;
}
}
else
{
echo("\c2getIflFrame(\"" @ %node @ "\", \"" @ %name @ "\") : You did not supply a proper IFL file name to read from.");
return 0;
}
}


3
General Discussion / Metropolis RPG Server is back
« on: May 30, 2014, 12:15:59 PM »
Update:
Added lava bricks, these bricks spawn an ore brick every tick if they can. I placed them in 3 seperate locations around the map.
_____________________________ _____________
Even though I'm working on other things now, I'm putting the Metropolis RPG server back up, and I'll probably do small updates now and again. The lava bricks which spawn ore bricks aren't working yet, but it's the next thing on my list.

 JOIN SERVER ->>> http://blockland.us/detail.php?ip=24.224.146.82&port=28000&blid=775#<<<-JOIN SERVER



 JOIN SERVER ->>> http://blockland.us/detail.php?ip=24.224.146.82&port=28000&blid=775#<<<-JOIN SERVER



One thing I could suggest to change is the render distance. I think it's too short, and you wouldn't be able to take in the wonderful architecture and scenery in the city.

You're probably right, especially since computers are constantly getting more powerful, I'll leave it up to the client to lower the draw distance if needed


4
Modification Help / Metropolis RPG Beta Bug Report Thread
« on: December 20, 2013, 09:44:27 AM »
Okay, just to keep everything organized I am making this thread for reporting bugs in the Metropolis RPG Beta server. I will do my best to fix the bugs asap, and some things that seem like bugs are actually intended, because this RP isn't like any other RP's. Thanks, everyone. The current buglist:

-When I baton a door, I get dems and the doors don't open.
-A few seconds after cutting down a tree, it seems to respawn and immediately fakekillbrick, then respawn again a few sec later.
- Can spawn vehicles for free
-Axe cuts faster than chainsaw.
-Players bricks are not part of the minigame when they are offline.
-Assault and Grand Theft Auto don't rack up dems.
-Fire needs to be fixed and enabled.
- Can't buy an axe from the labor terminal
- BuyResources doesn't work
- Can sell ammo to people but can't buy it from yourself
- Can't spawn items through the wrench GUI (used to work properly)

-vce doesnt work
"
Major Ocelot: On activate -> Self -> Ifplayerid -> equals -> 7926
Major Ocelot: Vartrue -> client -> Chatmessage -> hi
"

5
General Discussion / MetroRP Beta Bug Report Thread
« on: December 19, 2013, 08:31:52 PM »
Okay, just to keep everything organized I am making this thread for reporting bugs in the Metropolis RPG Beta server. If this topic is in the wrong forum, please tell me which forum to use. Thanks, everyone.

6
Modification Help / Requesting Custom brick for Mod
« on: November 15, 2013, 08:16:11 PM »
Hello, I am adding some new features to my RPG mod. And I'm wondering if anyone who has good modelling skills could make me a meth lab brick. The brick should fit in a 3x6x2 brick, and be a flat platform with beakers, burners, and whatever else youd typically see in a meth lab. In return I will give you credit in the Mod's '/help credits' list, and also some cash on my server. I will also need a Cash, Weed bag and Meth bag Model for picking up from the ground. Also I could use a "rifle ammo" clip model for picking up in game. It should look like an AK47 or other assault rifle ammo clip.

please use these texture names if you can as the list is already quit large

"
Alpha.png
black.png
black25.png (light grey)
black50.png
black75.png (dark grey)
blank.png
brown.png
DGreen.png (camo green)
green2.png (vibrant green)
orange.png
Peach.png
red.png
teal.png
white.png
yellow.png

and of course if you need to use other colors thats fine i will add them

7
Add-Ons / Large Walls Brick Pack
« on: May 01, 2010, 08:53:37 AM »
This brick pack contains large walls (2x32x5,2x32x10,2x32x15) as well as half and quarter tall large cubes and water, and other miscellaneous bricks that save on brick count immensely. It's the brick pack that was used for "Diggy's Metropolis RPG", so you can now load all your old saves. Thanks to facechild for actually uploading it, I didn't actually have a copy.  Large Walls Brick Pack. Uploaded to RTB forums under the user name "Wentworth" (forgot about that hahah).
here's  the thumbnail pictures from the brick menu:



8
Modification Help / GUI Question - Bring something to front?
« on: November 28, 2009, 08:14:05 AM »
I was wondering if there's a command for bringing a gui profile to the front of the scene, like there is in the f10 menu (layout - > bring to front) 

..or..

Is there a way to change what swatch an object belongs to, sort of like gui.add(item), but that only works once.

9
Modification Help / Dedicated Saving bug? [Solved]
« on: November 13, 2009, 12:06:48 PM »
Solved: Download this file for the fix http://forum.blockland.us/index.php?action=dlattach;topic=89661.0;attach=65667



I recently started using the auto saver mod, which works great but fails to save datablocks in event output parameters.For example if you have:
onActivate -> self -> Spawn Item -> [Gun]
...after you dedi-save and load that event will become...
onActivate -> self -> Spawn Item -> [Hammer]

Similar things happen with sound events (anything with a datablock in the output) as well. I don't have a clue what a blockland save file is supposed to look like, so many someone could lend a hand? The problem is probably in this part of the code:

Code: [Select]
for(%b=0;%b<%brick.numEvents;%b++)
{
%targetClass = %brick.eventTargetIdx[%b] >= 0 ? getWord(getField($InputEvent_TargetListfxDTSBrick_[%brick.eventInputIdx[%b]], %brick.eventTargetIdx[%b]), 1) : "fxDtsBrick";
%paramList = $OutputEvent_parameterList[%targetClass, %brick.eventOutputIdx[%b]];
%params = "";
for(%c=0;%c<4;%c++)
{
if(firstWord(getField(%paramList, %c)) $= "dataBlock" && %brick.eventOutputParameter[%b, %c + 1] >= 0)
%params = %params TAB %brick.eventOutputParameter[%b, %c + 1].uiName;
else
%params = %params TAB %brick.eventOutputParameter[%b, %c + 1];
}
%file.writeLine("+-EVENT" TAB %b TAB %brick.eventEnabled[%b] TAB %brick.eventInput[%b] TAB %brick.eventDelay[%b] TAB %brick.eventTarget[%b] TAB %brick.eventNT[%b] TAB %brick.eventOutput[%b] @ %params);
}

thanks for any help or information regarding event saving.

10
Modification Help / Getting vehicle from spawn brick
« on: October 07, 2009, 02:46:18 PM »
If all I have is the spawn-brick %brick to work with, is it possible to find the vehicle or vehicle type that is spawned from it? I've done a search through the forums but couldn't find anything about this.

11
Gallery / Diggy's Metropolis Server
« on: September 13, 2009, 11:20:51 AM »
Post bugs you find if you are sure it is a bug, and if we don't know about it we will add it to our to-do list. Here's a picture of the server thanks to badspot's server preview:



Minimise button action:
->

Server News:
[feb 28 2011]
Today I received a message from Wizzard about the server's resource usage. It seems that our server is using 2-3 times the normal amount of cpu usage as other Bl servers. This is probably due to the massive brick count so to deal with this I have reduced the amount of lots each player can own to 3. You can still own your 4 lots until the server restarts, then it will possibly delete a lot when loading. To avoid this you should sell or demolish your least wanted lot if you already have 4.

We are finally on Wizzard's server, yay! Everyone thank wizz by dedicating statues to him in the server (kidding?)

Assassinations have finally been fixed, it was actually just a single missing character that made it fail, so if people could test it out now that would be great. Credit goes to Niliscro for discovering the problem.

Personal vaults are now operational for storing money, while everyone's suggestions on vaults were good, i have to keep things reasonable from a coding point of view, so one item will be able to be stored only. Physics vehicles have been disabled temporarily because of extra stress placed on the server. Also, Surburb made a new video for the server: Watch Here!

A web site for the server will be created soon, and players will be able to view their stats online once they have created an account tied to a BL_ID (this will be confirmed in-game). Personal vaults are now available, however they are not yet fully working, which means you can buy one, but it won't work until the code is completed. Also I plan to have a slot for one item in a safe. Each player gets just one safe, and in the future non-build-trusted players will need to pick the locks to gain access to the safe.



hey guys, so I'm getting a new host soon, Wizzard, and in the meantime I'm making a super awesome new map for the mod which includes some of the ebst builds form the older incarnations of metropolis. I'll be updating the mod a bit more as well before the reopening! Hope to see everyone there.

The server is currently undergoing bugfixing, recent things which have been fixed are: Real Estate system, and Jail Breaking. People without law jobs now perform a citizen's arrest, which is the same thing as a normal one minus the payout. This is to make the police job line relevant again.


Here's a new video of the Island RP made by Surburb!

Instead of posting more pictures I've got a video made by Surburb Showing the entire city!


*all links in this post refer to the most recent file!*
Dec12: Moved GUI to bottom corner
Big Update: Large amount of options added, many of which need testing. Also, the Compass & Options will eventually be able to be used outside of Metropolis RP servers as its own add-on.
Update: Click here to Download Metro GUI! Gui no longer interferes with the chat window, Minimise button added:
->
Update: Send Waypoint is in test mode, but all other compass features are fully operational including save and load! Comments and suggestions are welcome!
Update: New version of MetroGUI for testing: Still no send waypoint, but much more other stuff!
Beta version of MetroGUI is out! Currently Beta'ing: Compass. feature suggestions are welcome! (Also, I'm aware that a lot of features aren't working fully, or at all, they'll be added later, but most of the important functions are in)
update: added "symbol" waypoints, made delete work better, working on send & load waypoints


Since a few people have requested them, here are some macro shots of the city, enjoy.



Update:
Here's some of the newer builds in Metropolis RP (and a couple older ones too). Also I must apologize to anyone who reads this thread, unfortunately some lame people have spammed it up with drama crap. I'm not one to instigate things, I just want to continue playing BL and having fun with the people who are intelligent and respectful. Also, our server has surpassed 5000 players now, up to 5535 unique ID's who have joined Metropolis, why not be our next player? Everyone is welcome to my server from all skill levels.

Top: Trenton Connection, Custard's Wellsk Casino, Wellsk PD, Swat725's Trenton Police Department.
Bottom: Old Trenton Power, Sleven's house, Trenton Tower, Trenton City Port & Park.



Hey, I was bored so I figured I'd post some of the better builds in my server. I didn't make these, they were all made by non-admins. Also I forget who made each so if you remember let me know.

Top row: Unknown , Phydeoux, Sleven, Swat725.
Bottom row: Unknown , Unknown, Niliscro, Hogan.



And here's a few Admin builds, Police Station is by CeeCee and the others are by me. No pics of Swat's builds because they are currently WIP.



Admin List


Diggy (Host)
Swat725 (Super)
Skele (Super)
Truce (Admin)
LoserHero (Admin)
CeeCee (Admin)

DISCLAIMER: Any bricks or data associated with your ID is under ownership of the Server (and by extension its admins), therefore, any loss of data is the loss of the server's data. This can occur for various reasons, intentional or not. We take no responsibility for the incorrect idea that you own data on a PC somewhere miles away and offer no retribution for data loss.

12
Off Topic / Diggy name change.
« on: December 30, 2008, 11:46:06 PM »
Since my name, Diggy is forever disabled on the bl server, I will now be known as Wentworth

13
Clan Discussion / Clan[USSR] *extra new*
« on: November 09, 2008, 01:50:28 PM »
News
______________________
Dec. 4, 2008.
______________________
Well, my account got messed with again, so until I (Diggy) get around to buying a new key I'll be inactive, have fun everyone.

Nov. 22, 2008.
______________________
Alenth has rejoined the clan! Since his leave was only temporary, me and Ronin agreed that his WIP app would pass as a re-entry into the clan. Unfortunately, free slots in the clan is reduced again to 1.

Nov. 21, 2008.
______________________
Unfortunately, Dante has resigned from USSR, good luck in the future Dante! This is good news for potential applicants, as we not have 2 slots open.

Nov. 19, 2008.
______________________
Randomguy's application has been accepted by 5 USSR members, including 3 leaders, so he has gained membership. Can't wait to see you in-game Randomguy! This makes the free spaces left in USSR 1. Join while you can!

Nov. 16, 2008.
______________________
Only1Rebel has been accepted unanimously by the clan, his app. Disney Castle is a Blockland masterpiece, which proves that Rebel has the stuff for USSR. I'm glad his second app was accepted, and I'm very happy to see Rebel finally join the clan.
Afkpuz has been re-added, due to not really beeing inactive I guess, in the future we may be more strict towards inactive members. This depends on what the other clan leaders think.

Nov. 13, 2008.
______________________
   USSR is accepting! We have 3 spots open for new talent to join USSR! Application to the clan is taken in the form of a build, showcasing your talents and abilities as a builder. Be sure to be creative as unorignal builds rarely get in, however, a talented builder can make even a simple house an amazing build.

   Promoted Loserhero to Leader, offical Leader list is as follows: Facechild(co-founder), Diggy(co-founder), Ronin, and now LoserHero as well. Congrats to Loserhero, this now brings the open slots in the clan to 3. We're looking for a USSR member (or friend of the clan) to host a Dedicated.

   We've got a brand spankin' new thread.. again! This must be the 3rd or 4th incarnation of this thread. Hopefully this time we can keep the spam down to a minimum from non-USSR related sources, and we won't need another new one for a while.


The Official Member List
______________________
L.  Diggy
L.  Ronin
L.  LoserHero
L.  Facechild
1. Wizzard
2. Wedge
3. Ministry
4. Greekgeeker
5. Mr. Smash
6. Only1Rebel
7. Afkpuz
8. Randomguy
(Mocheeze)
(Ephialtes)


Clan History / Summary
______________________
   The clan was founded back a long time ago (I think sometime in 2005 or 2006), by Diggy and Facechild. The clan has been plagued by inactivity. Now USSR is back in v10, with a new leader Loserhero, hopefully we will be refocused and renergized. Building architecture used in official USSR builds is usually similar to classic or traditional Russian architecture, deriving from Roman, Byzantine, Middle-Eastern, and Asian styles, however more recently modern and industial styles have been used too. Using these themes will positively influence any applications you submit. Membership into the clan is achieved through an application process. If your application is accepted by more members of USSR than it is rejected, you gain entry to the clan, however leaders have Veto power on applications. On average, we try to keep 10 people in the clan, sometimes a few more or less. When we are looking for more members, we will update the status on the page, when we don't need more, we will also post a notification.

Well, It seems as if the application process works best, you all know how it works by now, and if you don't, then don't waste our time. :)


Official Server Rules
______________________
   The official server rules should be posted somewhere near the spawn in our server, however, general USSR server rules are: No spamming, including Brick spam, Chat spam, Weapon spam, and other forms of being annoying (spraying people, hammering people, etc.), also, no advertising other clans, servers or websites.


Official Clan Rules
______________________
      1. No elitism.
Just because you're in USSR, that doesn't give you the right to prance around thinking you're a better builder than everyone. Nor does being a more senior USSR member make you better than any newer USSR member (This is important).

      2. No kicking/banning without good reason.
Unless they break one of the server rules posted in the server, don't kick/ban them. Also, try to leave a real ban reason.

      3. Know how to type.
Please please pleeaasse, type the best you can! Spelling and grammar is key!

      4. Respect others' builds. If you want to make a change to the layout of another member's, or a clan build, you must get permission from the build's creator(s) to make such changes (minor changes excluded). Also, don't spam near others' builds.
 

Official Blacklist
______________________
Agent47
Id: 7719
Reason: Being an absolutely stupid person, and a bitch lol.


14
Suggestions & Requests / Disable (certain) events in minigame.
« on: October 20, 2008, 08:55:47 AM »
This is a problem I've encountered while trying to host Fort Wars minigames. I'd like to be able to stop players from giving themselves jets/ changing their sizes while in play. One solution would be to disallow the wrench altogether in the game, but I'd rather not do that. Any solutions?

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Gallery / [USSR] Twin Cities ("intense") Deathmatch
« on: August 29, 2008, 01:25:36 PM »
Well, this build was originally intended as a CTF for TDM map, but since that hasn't been released yet I present to you: Twin Cities Deathmatch!
 Click here for Download!
If you have a default install of blockland put the save in "C:\Program Files\Blockland\saves\Slate"

Here's the list of credits:

Diggy
Ronin
Facechild
Loserhero
Afkpuz
Wizzard
Ladios
Limpfittz

Special thanks to Skele for help with the barrels

Edit: Updated to fix some decollisioned bricks, and it now includes spawns for the gravgun and weighted cubes!

Full list of weapons used:

Sniper Rifle
Rocket Launcher
Mp5
Kraken
Gravity gun
Shotgun [original]
default gun

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