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Topics - zmaster

Pages: [1] 2 3 4
1
Music / A SpongeBob loop - Pickles song
« on: June 21, 2012, 11:51:12 PM »

2
Add-Ons / Modular Teleports: choose where you want to end up
« on: June 21, 2012, 11:37:58 PM »
I bring you: an idea from Shadow Zero.
Tired of having hundreds of thousands of teledoors to make it that going though one and makes you end up in only one place?  Want some control over your destination?  Want to set up a vast yet simple teleport network?
Well this is for YOU.

Introducing Modular teleports.  Just set up you teleport by simply naming the brick with teleport_[name]_[direction]
where direction is U,D,N,S,E,W and the direction relative to the exit brick you pop out.

An event is included to allow you to set up a brick as an entrance to the teleport network.
To use activate teleportation mode by triggering the ActivateTeleport event.
Then select from destinations by saying "/telemod goto [name]"

For more information download modular teleports say "/telemod help" in a game with this mod loaded for more info on commands

EL linko http://www.mediafire.com/?bk3v7peqycm2cqa

Required add-ons:
NoMove player by Phlack http://forum.returntoblockland.com/dlm/viewFile.php?id=2119

If anyone has the urge to say "no pix no clix" let me remind you this is a script/event mod with no visual changes.

My brain has left the building....
durrrrrrrrrrrrr

3
Modification Help / Preventing a player from moving via script
« on: June 21, 2012, 03:42:12 PM »
I am writing a modular portal addon as seen here.  But in order to prevent players from activating a portal, traveling across the map and then using it I need to find a way of Immobilizing the player while allowing the player to chat.

4
Modification Help / GUI on clients WITHOUT the mod containing them?
« on: June 21, 2012, 11:25:59 AM »
I'm my understanding of the Blockland mod system GUIs in a mod on the server cannot be used by the clients unless the client also has the mod.

In my case I am making a tool when a brick is shot a gui with options comes up.  Is there a way this can be set up without forcing the client to download the mod as well?

5
General Discussion / The eggstar
« on: June 20, 2012, 09:30:38 PM »
I was looking for a build I remember seeing on the gallery a long time ago called the eggstar.  The creator released it and I was wondering if anyone had the save.

It was such an epic build and should never be lost.  Plus a whole new generation of Blocklanders could see it

Original topic link: http://forum.blockland.us/index.php?topic=31728.0

Edit: the brick pack also seems to be lost

6
Suggestions & Requests / Accepting JVS content ideas
« on: June 15, 2012, 12:30:08 PM »
/title
if/when the thread gets flooded please be patient

updates will be posted here

Current progress:

planning:
-revolving door
-Misc hatches
-futuristic doors
-Curtains
-Star gate(tentatively)
-The "moon" door (stay out there's a full moon tonight)
-Armored doors
-hatches found on ships
-hatches (general)

standby:
-school door

In progress:
-Brick doors

Finished:
-closet door

7
Modification Help / Breaking the Torque speed barrier
« on: June 14, 2012, 11:27:40 AM »
Somewhere I heard that there was a script made to allow vehicles to break the torque vehicle speed limit.
Anyone have any ideas where the script is or how to create it?
I would like to make a speed vehicle but cannot reach speeds I would like it to with the current limit.

8
one way occlusion bricks:
basically renders the skybox from one side and is invisible on the other.

I don't think it can be done through script alone and probably requires an engine alteration

9
[not possible topic dead]

Does anyone know how to make an object mounted to a bot play the animations for walking when moving forward etc?

Code
Code: [Select]
package gravPack
...
 {
function Player::setActionThread(%this,%name, %hold, %fsp)
{
echo(%name);
%mount = %this.getMountedObject(0);
if(%this.dataBlock $= PlayerD && isObject(%this.getMountedObject(0)))
{
%mount.setActionThread(%this,%name, %hold, %fsp);
echo("poo");
}
else
parent::setActionThread(%this,%name, %hold, %fsp);

}
 }; activatePackage(gravPack);
...

I have also tried playthread(....)

Edit:
I mean when the bot walks forwards the player mounted to the bot plays the animation rather than the bot.
I do unconventional things with bots, we can just leave it at that.

10
Modification Help / How to turn the camera upsidedown [solved]
« on: May 24, 2012, 10:06:38 PM »
Does anyone know how to turn the camera veiw upside down.  So far I have found the camera object is client.Camera = CameraId

11
Modification Help / Set Node color compatible model
« on: May 23, 2012, 11:30:25 PM »
I was wondering how to rig/name a player model so I have the ability to set the colors and decals of the head/body/etc using the player.setNodeColor(String [node], ColorF [color])

12
Add-Ons / 35 Degree Ramps(fixed)
« on: May 18, 2012, 11:23:38 PM »
After a lot of trial and error I have finally sucessfully completed a brick pack requested by Plant (known a Plantr on the forums) I have also released it to the public (Plant requested this also).  With 12 hours worth of experimenting under my belt (11 of those hours frustrated) and the help of various people.
Here it is:

images will be fixed in 20 minutes after 20 minutes




You might want to hold off downloading this until May 22, 2012
And of course the link:
the bricks

13
Add-Ons / Event BrickDetection V1.2
« on: May 12, 2012, 04:37:13 PM »
Have you ever wanted to activate an event based on whether there is a brick next to another brick?
Now you can!

Introducing Brick detection:
works a like onRelay but fires based on whether there is a brick in that direction.

Overview:

input events:
onDetect:
occurs when this brick fires detectDirection and a brick is found

onNotDetect:
same as above except no brick was found

onDetected:
fires when another brick hits this one with a detect event

output events:
detectDirection [direction] [(new)distance]
fires a ray in that direction and can fire the input events above.



v1.1
minor bug fixed where if the center of an adjecent brick were not directly in the direction requested of the center of the brick firing the detectDirection event.

v1.2
distance option added by request.
every brick between distance and the brick firing the detect even have the onDetected event fired.

now for the file...

https://sites.google.com/site/zmasterfun/event_Brickdetect.zip?attredirects=0&d=1

14
Modification Help / Invisible uncollidable custom brick
« on: May 12, 2012, 03:27:59 PM »
So it seems that the brick bounds work (so I can build on it)
But the brick doesn't seem to be rendered or collidable.

Folder outline:

brick_tmp
|- 65degWedgeRamp.blb
|- 65degWedgeRamp.dts
|- description.txt
|- namecheck.txt
|- server.cs


65degWedgeRamp.blb code:
Code: [Select]
2 1 6
SPECIAL

uu
XX
XX
XX
XX
Xd

uu
XX
XX
XX
XX
XX

0

0 0 0
2 2 6

COVERAGE:
0 : 999
0 : 999
0 : 999
0 : 999
0 : 999
0 : 999
----------------top quads:
0
----------------bottom quads:
0
----------------north quads:
0
----------------east quads:
0
----------------south quads:
0
----------------west quads:
0
----------------omni quads:
12

TEX:SIDE
POSITION:
1 0 -0
1 1.9 2.5
1 2 2.5
1 2 0
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0.999996 0.001199 -0.002399
0.999996 0.001199 -0.002399
0.999996 0.001199 -0.002399
0.999996 0.001199 -0.002399

TEX:SIDE
POSITION:
-0 0 -2.5
-0.002513 2 -2.49372
-1 2 -2.5
-1 1.9 -2.5
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0.002399 0.001199 -0.999996
0.002399 0.001199 -0.999996
0.002399 0.001199 -0.999996
0.002399 0.001199 -0.999996

TEX:SIDE
POSITION:
1 2 2.5
1 1.9 2.5
-1 1.9 2.5
-1 2 2.5
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0 0 1
0 0 1
0 0 1
0 0 1

TEX:SIDE
POSITION:
-1 1.9 -2.5
-1 2 -2.5
-1 2 2.5
-1 1.9 2.5
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
-1 0 0
-1 0 0
-1 0 0
-1 0 0

TEX:SIDE
POSITION:
-1 1.9 2.5
1 1.9 2.5
1 0 -0
0 0 0
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0 -0.465746 0.884918
0 -0.465746 0.884918
0 -0.465746 0.884918
0 -0.465746 0.884918

TEX:SIDE
POSITION:
-1 1.9 2.5
0 0 0
-0 0 -2.5
-1 1.9 -2.5
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
-0.884918 -0.465746 0
-0.884918 -0.465746 0
-0.884918 -0.465746 0
-0.884918 -0.465746 0

TEX:SIDE
POSITION:
0.997487 2 0.0062825
0.497487 2 -1.24372
0.5 0 -1.25
1 0 -0
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0.707106 0.001777 -0.707106
0.707106 0.001777 -0.707106
0.707106 0.001777 -0.707106
0.707106 0.001777 -0.707106

TEX:SIDE
POSITION:
0.497487 2 -1.24372
-0.002513 2 -2.49372
-0 0 -2.5
0.5 0 -1.25
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0.707106 0.001777 -0.707106
0.707106 0.001777 -0.707106
0.707106 0.001777 -0.707106
0.707106 0.001777 -0.707106

TEX:SIDE
POSITION:
1 0 -0
1 1.9 2.5
0.5 0 -1.25
1 0 -0
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0.662701 0.34879 -0.662701
0.662701 0.34879 -0.662701
0.662701 0.34879 -0.662701
0.999996 0.001199 -0.002399

TEX:SIDE
POSITION:
-1 2 2.5
0.5 2 -1.33
1 2 0
1 2 2.5
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0 1 0
0 1 0
0 1 0
0 1 0

TEX:SIDE
POSITION:
-1 2 2.5
-1 2 -2.5
0 2 -2.5
0.5 2 -1.33
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0 1 0
0 1 0
0 1 0
0 1 0

TEX:SIDE
POSITION:
-0 0 -2.5
0 0 0
1 0 -0
0.5 0 -1.25
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
-0 -1 0
-0 -1 0
-0 -1 0
-0 -1 0

.dts is correct.

.Blend
https://sites.google.com/site/zmasterfun/65degWedgeRamp.blend?attredirects=0&d=1

converted with
https://github.com/z0w0/bltools

help appreciated

15
General Discussion / Odd bugs/hacks
« on: April 30, 2012, 08:12:13 PM »
I was messing around on DAProg's server (dedi) and though "hmm, I should make a brick that makes me small even after I die"
So I did using VCE and a relay.

onRelay->self->fireRelay
onRelay->self->ifValue 1 == 1
onVariableTrue->player->setScaleBetter 0.1 0.1 0.1


then I clicked the brick.

I shrank really fast as expected.  But then I grew really fast
Blockland locked up and crashed.

I rejoined the server to find that at least half the people crashed.

I then sought a way to fix this.  I tried to replicate it on my server and succeeded.  but with one difference: I locked up for a few seconds but did not crash.

Knowing a few console commands I fetched my player's properties.  then i found this:

Code: [Select]
...
==>$z = findPlayerByName("Zmaster");
Posting to rtb server
==>$z.dump();
Member Fields:
  canSetIFLs = "0"
  dataBlock = "PlayerStandardArmor"
  rotation = "0 0 1 182.77"
  scale = "1.#INF 1.#INF 1.#INF"
...

Anyone know the reason this happens or has other odd bugs/hacks

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