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Topics - ZyronnSorrow

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Add-Ons / Uber Terrain Colorset
« on: June 07, 2012, 10:50:17 AM »
Uber Terrain Colorset (v1)
A colorset dedicated to terrain creation.

Description
Greetings, fellow Blocklandians!! Zyronn Sorrow here (although since I can't change my RTB Username, it remains "Aber Purchai" on RTB) with a brand new colorset for your enjoyment! I know that many people are sick and tired of all these freakin' new colorsets being released, but I believe that this one will be very beneficial when v21 comes out and players must build their own terrain. That being said, despite the fact that this colorset is mainly focused on terrain, I have included other colors that may prove useful as well. Here's a breakdown of what my colorset is composed of:

| Terrain |

- A few shades of "green-blue" for water
- Light and dark sand colors
- Dirt
- 2 different shades of green for grass

| Terrain Trans |

- As the name indicates, it is the same colors above, only transparent.

| Grayscale |

- A simple grayscale from white to black. Includes transparent versions and...the beloved "invisible" color!! (a bonus because you guys are awesome enough to deserve it!!)

| Brownscale |

- An advanced brownscale that includes many shades of brown that could be used for anything you need to be brown!

| Specials |

- This contains three shades of pure red, green, and blue.

| Specials 2 |

- This is where a lot of the bonus colors come in. Yellow, pink, purple, orange, and transparents for each.

Whew! Anyways, feel free to comment and rate (just don't flame please). I would love to hear any and all suggestions to make this colorset the best and most useful that it can possibly be.

Regards,

Zyronn Sorrow

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Help / "EsternQuest" Help Thread
« on: June 02, 2012, 08:32:45 PM »
Hello,
I am currently working on a Blockland project (a medieval RPG called "EsternQuest"). I've decided to create a help thread for when I run into trouble (mainly with events). Anyways, here are my questions:

1. In the very beginning of the game, the player has the opportunity to completely customize their character for the game. Therefore, I have a zone right next to the spawn that makes the character completely white and blank (a "fresh" slate). In order to accomplish this, I need to know how I can make both the face and the decal blank (I know to use Bot Events, I just don't know what to put in for the face and decal). Additionally, if someone could give me a list of all the possible nodes so that I may fully complete my character customization (I found a list on the Blockland Wiki, but I don't know how complete it is).

Any help will be greatly appreciated and will certainly make this RPG fantastic!! I will continue to update this thread as I continue working and come across more problems. I will also notify when my server can be tested.

Regards,

ZyronnSorrow

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Help / Bot Events
« on: May 30, 2011, 01:45:32 PM »
Hey everyone! I'm working on a server with bots that you can fight, but I'm afraid that my knowledge is limited. I could've sworn there was a good tutorial out there for it, but I haven't found it yet. Anyways, I want to make it so that my bots will attack with either short or long range weapons as necessary when they detect an enemy (players). I just don't understand the bot ai properties and values at ALL. Can anyone help me?

4
Gallery / Blockerlands
« on: May 29, 2011, 08:29:55 PM »
Hello, all you awesome Blockheads out there! I'm posting this to share with you my epic server, Blockerlands! It is a WIP as of now, but it will have many features:

~ Guns, guns, guns!
~ Money and Experience
~ Plenty of areas to explore and fight in
~"Wanted" Jobs: wanted posters are hung throughout Blockerlands. Simply click the poster to get the target's details, slay them, and collect a good sum of money and exp. There is no limit to how much you can do these jobs.
~ Combat: Plenty of bots and pvp to go around, folks!

Features I would like to include someday:

~Quests: I need to know if I can make quests to do, make it so they can only be done once, and have "objectives" be shown throughout the duration of a quest.
~Custom guns: I cannot make addons, but I'd like to someday have my own guns with iron sights and ammo.
~ More decals and faces: Right now, I've created a soldier face and a hippie face. I'm working on the decals now, and I want to add more when I find the time.

No screenies as of now, but I will post some soon as I hit milestones in the creation of Blockerlands. Any ideas/support/help with the features I want to include are  always welcome, but I'm capable of handling the original features myself. Thank you for your time! I'll update this thread as I update Blockerlands

5
Help / Paint
« on: February 06, 2011, 03:35:51 PM »
I have a question about the computer program Paint (not to be confused with Paint.Net)

Can you make things transparent with Paint? If so, how do you do this?

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Suggestions & Requests / Call of Duty: Black Ops Weapons
« on: January 22, 2011, 09:28:24 AM »
I would like to have all of the Call of Duty: Black Ops weapons in a huge Call of Duty pack. If someone who knows how to script can do this (preferably someone who plays CoD:BO), then I will try to make the models in Google Sketchup, but I don't know how good they will be. It'd be best for a professional modeller to make the gun models. I'd much rather have credit for the idea rather than have the guns look like crap, and I have credit for the modelling -_- lol. Is anyone up for this?

Here are the features I want:

~ Range: How far can the gun shoot? In order to find this, you'd probably search for information about the weapon.
~ Aiming: The gun is brought up to the Blockhead's face, and instead of a crosshair you will look down the weapon's sights. This reduces kick. (ADS aiming down the sights) (Not sure which key should be held for this; maybe it could be a keybind)
~ Kick: When you shoot the gun (some will, some won't), it will kick back, making it harder to aim without going into ADS.
~ Fire rate: Accurate fire rates for the guns.
~ Ammo system: An ammo system that is very similar (pretty much the same) as the ones in the CnS weapons on RTB. It will have, like, 30|90, where 30 is the current amount of bullets you have in your magazine, and 90 is the amount of bullets you have total. It would also be cool to have an item that everybody drops when they die, and when you run over it, you get more ammo for the gun you are using, just like the Scavenger perk.

If anybody has any more ideas for this, do not hesitate to post them. If anybody (scripter or modeller who plays CoD:BO) wants to tackle this job, feel free to. But please, when you post this on Blockland forums and RTB, credit me for the idea. Thank you very much.

7
Help / Need help with Medieval RPG
« on: October 15, 2010, 09:54:06 AM »
Hi. I'm making a Medieval RPG called Arrain, and I would like some help with some things. Here's the features it will have:

~ New combat system ** Not likely possible (?)
~ Ranks, levels, exp Possible
~ Beautiful terrain Possible, but challenging
~ Quests Possible, but challenging
~ NPCs that will recognize you once you've introduced yourself Possible

** Each player has the following client variables made: <var:cl:damage>, <var:cl:maxDmg>, <var:cl:health>, and <var:cl:maxHealth>. The <var:cl:maxHealth> and <var:cl:maxDmg> variables go up with each rank. When a player or bot is damaged, a random number is triggered between the <var:cl:damage> (which is always 0) and the <var:cl:maxDmg> variables. This value is then subtracted from the <var:cl:health> variable. The player/bot's original health will reset to 100.
When the <var:cl:health> variable is at or below 0, the player/bot dies. I seriously do not know whether or not this will work. Basically, my new system will ignore the player's original 100 health and the damage the weapon does. It will instead randomly do damage each time someone is hit.

Please, feel free to comment if you have new ideas, whether you think the ideas are possible or not, or especially if you figure out how to do something with events (VCE) or if you have special building techniques that will really help improve Arrain. Thank you.

~ Zyronn Sorrow

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Help / VCE Help
« on: August 15, 2010, 12:01:39 AM »
I have read and re-read the VCE Client many, many times. I would think that it is possible, but I am going to ask about it here, and hopefully get some good answers from the pros.

Okay, so I'm working on a massive Medieval RPG, and I was hoping to use VCE for some really, super advanced stuff. First off, I want to make it so that when a player joins the minigame, it initializes their variables. I have been using the onMinigameJoin input event, and I've tried setting up the player's variables (such as level, exp, etc.) using the Player and Client targets. None of them work. Here's what I have done with events (on the spawn point brick):

onMinigameJoin -> Player -> VCE_modVariable -> gold -> Set -> 0  (player's money)
onMinigameJoin -> Player -> VCE_modVariable -> exp -> Set -> 0  (player's experience)
onMinigameJoin -> Player -> VCE_modVariable -> rank -> Set -> 1  (player's rank. 5 ranks to a level)
onMinigameJoin -> Player -> VCE_modVariable -> level -> Set -> 1  (player's level)
onMinigameJoin -> Player -> VCE_modVariable -> class -> Set -> None  (player's class. Rouge, Warrior, Mage)
onMinigameJoin -> Player -> VCE_modVariable -> story -> Set -> 0  (how far the players are in the game's plot.)

I've tried that, and I've tried it with the Client as a target. Nothing works. I know becuase I have VCE prints displaying them. All help is appreciated.

To summarize, I have been having troubles with variables. On the spawn brick, I have the onMinigameJoin input, and I've tried both Player and Client as targets when I create the player variables. Help plz?

9
Gallery / Arrain
« on: August 10, 2010, 03:08:28 PM »
This is possibly going to be the best Medieval RPG in all of Blockland when it is finished. A vast land of adventure awaits you in Arrain. So now, without further ado, I present to you...Arrain! Please note that I will not be accepting help on this project other than having questions being answered.

Arrain

Arrain is going to have the following features:



Levels/Ranks (6 Ranks to a Level)

Quests (repeatable for less and less xp)

Vast, detailed world

Dungeons

Several monsters to fight

NPCs

Tavern/inns where you can regenerate health by sleeping, save/load your progress, and hang out with your buddies.

(Hopefully) Brand new combat system in which all players and bots have a maxdmg variable. When they attack, a random number between 0 and the maxdmg variable determines the damage given/received. This value is then subtracted from the person's health. Much better than having weapon abuse.( Is this possible only through events? Becuase I won't bother if any scripting is necessary.)

PvP arenas (seperated by level, to squash abuse).



I hope to add pictures soon of my development (almost done with the Tavern, that should be first. Feel free to express your opinion, but NO flames!

Pics below.

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Help / Need help with colors
« on: August 10, 2010, 10:26:24 AM »
Hello. I am here to discuss my problems with the color codes. I know that white is <color: ffffff0>, black is <color: 0000000>, and yellow is <color: ff00ff0>. These color codes for sure work for me (yes, you do have to add an extra 0 at the end of the code becuase otherwise the print result is the color code and not the color), however when I try other color codes (even looking at a hex code chart), the print result is always, ALWAYS, black! Help please?

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Help / Event Questions (Wondering about my epic RPG)
« on: August 06, 2010, 09:33:41 AM »
I do actually have a few problems to be solved (although not technical issues). In game, I am planning to make a HUGE Medieval RPG. However, I am wondering whether the events can alone handle it. Allow me to give a few features of this epic RPG:

:~ Levels (and areas/quests that require a certain level) ~: Can be done with VCE
:~ Brand new combat system* ~: ???
:~ Quests (some can be repeated for less and less exp each time, others not) ~: Can be done with VCE
:~ PvP (divided up by level zones. Ex: Lvl 1 goes to Lvl 1-2 PvP zone, to make things fair) ~: Can be done with VCE


* Lot of info so I had to put it down here. When you first join you must choose a class. The class you choose will give you proficiency in either spells or light or heavy melee weapons. At Level 1, Rank 1 (6 Ranks to a Level), with a weapon you are proficient with, you can do up to 5 damage. With a weapon you are not proficient with, you can only do 3. This is your maxDamage variable. When you attack, a randomnumber is triggered between 0 and your maxDamage number. This number is then subtracted from the person's health. This will happen everytime you attack, and it will display in center print how much damage you did, 'Miss' if you did none. Everytime you achieve a rank, your maxDamage with proficiency and without will go up by 1.


OK, so now on to my questions.

1. Is the combat system above even possible? If so, and you know a way to do it (events only), tell me how please because I'm having a hard time figuring it all out. I can take a guess, but I do not know if it will work and I don't have the time for trial and error.

2. What should I do about armor? When you first join, although it doesn't work, VCE is supposed to set your health and maxhealth to 50. Maybe I should just make it so that your health increases and your speed changes with different armor?

That is all. Thank you for your time.

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