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Messages - speeddog73

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Suggestions & Requests / Re: Script_BuildToObj DL Link?
« on: June 10, 2019, 09:22:51 PM »
Bump, yall I don't need a forgetin obj to bls, but bls to obj, or build2obj, just anything that can export a blockland build into a model. Non-Default/modded BL would reaaally help too.

edit: you could try to msg zeblote on discord
Dunno his discord but wish I did, he'd probably have it. I'd forward it here for you guys bc that stuff is useful.

Suggestions & Requests / Script_BuildToObj DL Link?
« on: June 07, 2019, 01:36:03 AM »
The original link was dropbox'd. Anyone got a backup they can link? really need this addon to i can put some stuff into Blender.

Add-Ons / Re: Script_SavePlayerScale - save your player's scale today!
« on: April 19, 2019, 12:53:01 AM »
This also brings the idea of a SavePlayerDatablock or SaveChangedDatablock, so that somebody could save their playertype as a sports player or a horse whatever. It could be useful, if minigames don't already do this, or RPs or just for general usage.

Suggestions & Requests / Re: permanently delete fake killed bricks
« on: April 18, 2019, 03:37:47 PM »
jes’ script is just an event that deletes a bruck, not deleting on fakekill. if you want to delete fakekilled bricks you need this:

Code: [Select]
package deleteOnFakekill {
    function FxDTSBrick::fakekillBrick(%brick, %velocity, %time) {
        %brick.schedule((%time - 1) * 1000, delete);
        parent::fakekillBrick(%brick, %velocity, %time);
this is why i wish i knew how to script
I would compile this into an addon zip but I feel like I'd forget it up. How do you do it from a script, just throw it into a server.cs and do the other addon stuff and make a Script_whatever?

Suggestions & Requests / Re: permanently delete fake killed bricks
« on: April 18, 2019, 02:09:41 PM »
Ah ok, jes’ script should do the trick then

(ngl tho that’s a goodass idea)

Suggestions & Requests / Re: permanently delete fake killed bricks
« on: April 18, 2019, 02:01:14 PM »
Doesn’t setting the timer to -1 keep them destroyed? It doesn’t exactly “delete” them, but it keeps them on the floor and still pushable. I don’t see much of a point of physically deleting them, especially if you want to reset it you can just issue a “cancelEvents” event to the namedbrick. It seems easier than rebuilding them and setting up the script again.

Add-Ons / Re: [Vehicle] SX-5 Sashimi '91 - Classic sporty roadster!
« on: April 16, 2019, 01:47:21 PM »

Help / Re: VCE's 'Retrocheck' not appearing on event_variables
« on: February 19, 2019, 01:32:08 AM »
Bumping this thread because I'm getting this error too. Even with the version you linked.

Suggestions & Requests / Re: Brick Group Wand DL Link?
« on: February 18, 2019, 10:43:41 PM »
I found an alternative, and the download still works for this one. I'd provide a download for the requested add-on, but I couldn't find it.

Here you go lad, see if this one works.
yo thx that works :D

Suggestions & Requests / Re: Build Public Bricks DL Link?
« on: February 18, 2019, 10:43:09 PM »
you can do this with the duplicator

1) set trust with the ID you want to plant as. 888888 is public bricks. setmutualbrickgrouptrust(your id, other id, 2);

2) take out dup and /plantas (id)
Oh stuff I never knew that :o
thx dude thats like way more helpful than the addons I need

Suggestions & Requests / Re: projectile events for bots.
« on: February 16, 2019, 12:30:35 PM »
Why not have a list of projectiles instead of a string for the event? That way it's more user friendly because then they don't have to find out what the data block names for all the projectiles are manually.
This could be pretty useful, but like for your average retard I'll probably give up midway through trying to find out the datablock names. A list would be way more convenient for just setting up this system.

One time I was out of minigame w/ rose and I saw that there was 2 minigames one for lobby and one for deathrun.
Yea that's the sort of thing I'm talking about. Maybe I should try asking her via dm bc like I really need that sort of add-on that can have players warp back to the default mini via a command. TBH though I'd rather have this as a public add-on because it would make hub-servers and stuff easier, it's literally just a glorified event to go to a specific mini.

I don't know how to script, but it shouldn't be that hard to create. Although stuff like this makes me want to figure how tf to script.

EDIT: Just thought an alternative idea could be joining a specific minigame via the /hub command that places you in a named minigame specified in Glass/RTB Prefs. Thinking about it, logically a default minigame wouldn't have some specific factor that scripts could use to identify it, because if it had that there would probably already be a use for that factor for like programming default-mini-exclusive events and stuff. Probably its only determining value is for making the player initially join the mini when they spawn in the server.

Suggestions & Requests / Build Public Bricks DL Link?
« on: February 16, 2019, 12:09:31 PM »
Hate to make two of the same sorta request posts but does anybody have this add-on too? Brick Group Wand and this could probably go hand in hand at being useful.

Suggestions & Requests / Brick Group Wand DL Link?
« on: February 16, 2019, 12:07:34 PM »
Anyone got a link to this add-on? the OG link did a Dropbox.

Suggestions & Requests / Re: A immersive diving mod
« on: February 06, 2019, 05:53:36 PM »
Im not the expert on tourqe engine modding or whatever, but im pretty sure that you would need to change the water physics to achive something like that.
Tbh you could probably just make a playertype that would work decently enough underwater, ik that that one deeeep shark had incredible swim speed for whatever reason, maybe there's a chance

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