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Topics - Lord Tony

Pages: [1] 2
1
Suggestions & Requests / Player falling apart
« on: July 07, 2008, 01:19:43 PM »
Instead of just falling backwards when you die how about your characters falls apart in different peices, or atleast fall apart from an explosion. 

2
Suggestions & Requests / My idea to keep roblox off forums
« on: July 04, 2008, 03:00:38 AM »
Ok Since it costs 20 dollars to play the game no one from roblox is going to buy blockland to flame us well heres the idea.

What if the only way to post on forums is to buy blockland if you don't have blockland you can't post until you buy it, then this way roblox noobs will stop spamming our forums.

3
Modification Help / Making a spike.
« on: July 03, 2008, 05:11:12 AM »
Yeah i kind of got bored and decided to make a pencil i dont know how to make spikes can someone tell me because right now this looks like a screw driver.


4
Modification Help / My helicopter script
« on: July 03, 2008, 04:59:08 AM »
Could someone please test out this script for me I could be wrong I never really scripted in blockland before but this is worth a shot let me know if anything is wrong.

float forward_power = 15; //Power used to go forward (1 to 30)
float reverse_power = -15; //Power ued to go reverse (-1 to -30)
float turning_ratio = 2.0; //How sharply the vehicle turns. Less is more sharply. (.1 to 10)
string sit_message = "Ride"; //Sit message
string not_owner_message = "You are not the owner of this vehicle ..."; //Not owner message
float VERTICAL_THRUST = 7;
float ROTATION_RATE = 2.0;      //  Rate of turning 

resetY()
{
    rotation rot = llGetRot();
    llSetRot(rot);
}

default
{
    state_entry()
    {
        llSetSitText(sit_message);
        // forward-back,left-right,updown
        llSitTarget(<0.2,0,0.45>, ZERO_ROTATION );
       
        llSetCameraEyeOffset(<-8, 0.0, 5.0>);
        llSetCameraAtOffset(<1.0, 0.0, 2.0>);
       
        llPreloadSound("helicopter_run");
       
        //car
       llSetVehicleType(VEHICLE_TYPE_AIRPLANE);

       llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_EF FICIENCY, 0.1);
       llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_EFF ICIENCY, 0.1);
       llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_TI MESCALE, 10);
       llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_TIM ESCALE, 10);

       llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_TIMESCAL E, 0.2);
       llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_DECAY_TI MESCALE, 10);
       llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCA LE, 0.2);
       llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_DECAY_T IMESCALE, 0.1);

       llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMES CALE, <1,1,1>);
       llSetVehicleVectorParam(VEHICLE_ANGULAR_FRICTION_TIME SCALE, <1,1000,1000>);

       llSetVehicleFloatParam(VEHICLE_BUOYANCY, 0.9);

        llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_E FFICIENCY, 1 );
        llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_T IMESCALE, 2 );

        llSetVehicleFloatParam( VEHICLE_BANKING_EFFICIENCY, 1 );
        llSetVehicleFloatParam( VEHICLE_BANKING_MIX, 0.5 );
        llSetVehicleFloatParam( VEHICLE_BANKING_TIMESCALE, .5 );
       
       
    }
   
    changed(integer change)
    {
       
       
        if (change & CHANGED_LINK)
        {
           
            key agent = llAvatarOnSitTarget();
            if (agent)
            {               
                if (agent != llGetOwner())
                {
                    llSay(0, not_owner_message);
                    llUnSit(agent);
                    llPushObject(agent, <0,0,50>, ZERO_VECTOR, FALSE);
                }
                else
                {
                    llMessageLinked(LINK_ALL_CHILDREN , 0, "start", NULL_KEY);
                   
                    llSleep(.4);
                    llSetStatus(STATUS_PHYSICS, TRUE);
                    llSetStatus(STATUS_ROTATE_Y,TRUE);
                    llSleep(.1);
                    llRequestPermissions(agent, PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS);

                    llLoopSound("helicopter_run",1);
                }
            }
            else
            {
                llStopSound();
                llMessageLinked(LINK_ALL_CHILDREN , 0, "stop", NULL_KEY);
               
                llSetStatus(STATUS_PHYSICS, FALSE);
                llSleep(.4);
                llReleaseControls();
                llTargetOmega(<0,0,0>,PI,0);
               
                llResetScript();
            }
        }
       
    }
   
    run_time_permissions(integer perm)
    {
        if (perm) {
            llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_RIGHT | CONTROL_LEFT | CONTROL_ROT_RIGHT | CONTROL_ROT_LEFT | CONTROL_UP | CONTROL_DOWN, TRUE, FALSE);
        }
    }
   
    control(key id, integer level, integer edge)
    {
        vector angular_motor;
       

        // going forward, or stop going forward
        if(level & CONTROL_FWD)
        {
            llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTIO N, <forward_power,0,0>);
        } else if(edge & CONTROL_FWD)
        {
            llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTIO N, <0,0,0>);
        }
       
       
        // going back, or stop going back
        if(level & CONTROL_BACK)
        {
            llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTIO N, <reverse_power,0,0>);
        }
        else if(edge & CONTROL_BACK)
        {
            llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTIO N, <0,0,0>);
        }
       
        // turning
        if(level & (CONTROL_RIGHT|CONTROL_ROT_RIGHT))
        {
            angular_motor.x += 25;
        }
       
        if(level & (CONTROL_LEFT|CONTROL_ROT_LEFT))
        {
            angular_motor.x -= 25;
        }
       
       
        // going up or stop going up
        if(level & CONTROL_UP) {
            llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTIO N, <0,0,VERTICAL_THRUST>);
        } else if (edge & CONTROL_UP) {
            llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTIO N, <0,0,0>);
        }
       
        // going down or stop going down
       
        if(level & CONTROL_DOWN) {
            llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTIO N, <0,0,-VERTICAL_THRUST>);
        } else if (edge & CONTROL_DOWN) {
            llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTIO N, <0,0,0>);
        }

        angular_motor.y = 0;
        llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTI ON, angular_motor);
       


    } //end control   
   
   
   
} //end default

5
Suggestions & Requests / A pencil
« on: July 02, 2008, 04:41:00 PM »
I was wondering if someone could replace the joust from the castle pack into a pencil?

Like just a normal pencil but i guess put tape around the pencil over the blockland character's arm so he holds it.

I know it sounds stupid but it does work with the bedroom ,kitchen and ghost's house maps.

6
Gallery / Ant Farm
« on: July 02, 2008, 02:28:51 PM »
Ever wondered what it's like to be an ant? Well now you can all you need is a scale changer to set the spawns to 0.2 0.2 0.2 and you need a digging mod.

Ant farm
http://www.mediafire.com/?eyljmabhelm

Aloshi's scale changer
http://www.mediafire.com/?cbtftfwdnzj

Lt Chub Chub's digging mod
http://www.blockland.us/smf/index.php?topic=33831.0






7
Forum Games / Edit the poster.
« on: July 01, 2008, 11:02:10 PM »
Just go to ms paint and edit this poster.


8
Off Topic / Epic office war
« on: July 01, 2008, 08:29:26 PM »
Epic office war S.a.l.e.s. vs I.T.
This video makes me want to remake it blockland style.

http://www.runawaybox.com/video.php?vid=443

9
Gallery / Lord Tony's 3rd castle sneak peak (not finished)
« on: July 01, 2008, 03:51:46 AM »
This is my third castle now so far it's been over 2 weeks and i'm still working on it this is far from finished I might get it finished sometime in july. Brick count so far is 13421 and there is 18 rooms more rooms are going to be added soon. I would like some suggestions though (mostly about trees im really bad at making trees.)
If you want to rate 1/10 on this unfinished build go ahead.

Aerial veiw.

I wanted this part of the first floor to look like a mansion everything else looks like a castle.

Jail cell below castle in dungeon.

Beta garden outside the chefs cooking room.

Noob sacrifice room.


10
Drama / banned for team killing i didnt even do
« on: June 15, 2008, 02:09:57 AM »
This is what happend I was playing a zombie game and chaoszero banned me because he thought i team killed him that wasn't true there was a zombie going to kill him i tried to save him but the zombie killed him before i could save him and then my bullet killed chaoszero then he starts accusing me of team killing now everyone is going to think i team killed now hes going to tell everyone and they will think i will always team kill he wouldnt even page up it said zombies killed him first then i killed him secound whats even funny was he didn't even have team kill on.


11
Help / Avatar doesnt show in game
« on: June 15, 2008, 12:34:37 AM »
I made a decal and for some reason the avatar doesn't show but when i want to use my decal i cant see the avatar but when i click the blank square i see my decal on my character so how do i make the avatar visable.

12
Suggestions & Requests / skateboard
« on: June 10, 2008, 06:36:57 PM »
Could someone change the model of the hover board and turn it into a skateboard it would be a great vehicle for the pizza and peper roni decales for any lego island fans out there in blockland.

13
Suggestions & Requests / I'm not your friend, buddy!
« on: June 09, 2008, 11:27:57 PM »
Could someone take this music from here http://youtube.com/watch?v=VqkN8XsYtJI and turn it into an music brick add on

14
Gallery / Desert Wars TDM/CTF
« on: June 08, 2008, 09:56:06 PM »
This is my first TDM took atleast 5 to 7 hours to make with 4678 bricks It takes place in a random desert in iraq.

No flaming I would like constructive criticism.

feel free to rate 1 out of 10.

http://www.mediafire.com/download.php?nz3vtjjbymm









15
Suggestions & Requests / Seperate the add on section
« on: June 03, 2008, 07:33:28 PM »
The add ons section is getting full with vehicles and weapons I think that it should be divided so it would be easier to find a certain vehicle with out searching or a certain weapon. Just a thought so your more concentrated on looking for 1 type of add on.

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