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Messages - Pliny

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Suggestions & Requests / Re: Xabungle- Walker Machine Playertypes
« on: October 08, 2016, 11:27:38 PM »
Huh, never knew playertypes in particular were difficult to make. Ah well, it was worth suggesting.

Maybe some robots like the Machineries and B-Class Heavy Metals from L-Gaim would also fit the "small robots" category, though personally I'm more a fan of any and all robots. Small robots, though, do make much better machines for Blockland's needs.

Suggestions & Requests / Xabungle- Walker Machine Playertypes
« on: October 08, 2016, 06:00:01 PM »
Haven't played Blockland in some time but whatever.

Basically, playertypes for the various Walker Machines of Xabungle fame. For those who don't know, they're gasoline-powered digger/combat robot combos, usually driven akin to cars by a medley of rough-and-tumble folk known as Civilians and their various subclasses. There are a variety of types, with many mounting turrets or having multiple seats, pretty much all of those things are capable of being done on playertype datablocks, right down to how WMs tend to jump! You can see this in the form of the default Boat, Cannon, and other add-ons, such as Kaje's old Mecha.

The only WMs I'd think would be difficult to make would be the Combat Mecha (except for the Blockary) and Iron Gear, respectively, due to their transformations and how the Iron Gear is loving huge. The Government type WM could have two versions, a regular version and one with the Innocent logo and additional health.

Here are some examples, namely the Dugger, Legg, and Promeus.

Most Walker Machines would simply be fuel jet or jump jet players, with the Doran being the only full jet player since it flies.

I know Bushido at least is a Xabungle fan. Knowing how he built a Gallop a while ago, I find myself wondering why he never decided to make a playertype out of it to boot. If nothing else, the smaller WMs would probably be easy to make, namely the TRAD 11, Gallop, Crab, Legg, Phog, and Burun.

Suggestions & Requests / Re: Making bots jet through events.
« on: July 20, 2014, 12:01:15 PM »
If I recall correctly this is done through the "playGesture" event output. However I also remember bots not liking to stay in weapon alt-modes for long.

Music / Re: Neverhood Music Pack
« on: May 28, 2014, 07:06:51 PM »
Neato! I'll be taking these.

Games / Re: [video] Idiots of Garrys Mod 1.5!
« on: March 19, 2014, 04:47:47 PM »

For those who missed 'em.

Help / Re: Change bot appareance without having it in favourites
« on: March 13, 2014, 08:16:22 PM »
To apply an appearance to a bot, dress yourself how you'd like it to look.

Bot> Setappearance> Custom

When you send this, the bot will be dressed as you are. Simple.

Suggestions & Requests / Re: Kaje's vehicles remastered?
« on: February 23, 2014, 07:42:42 PM »
Kaje is still about but obviously not on Blockland. Here's his Deviantart.

I don't think this is really necessary. Honestly I think that simpler vehicles that look good with good features are more charming than ones with more gubbins n' bits.

Suggestions & Requests / Re: OnPlayerInSight bot event
« on: February 22, 2014, 03:32:41 PM »
An event was made a while ago which is activated when a bot spots a player. Here it is.

Using default events, bots can have their FOV restricted so that they are not always aware of players behind them, etc. etc. Using these two you should be able to get what you want done. This is done using SetSearchRadius, if I remember right.

Suggestions & Requests / Re: Turning bots into AI_bot holes.
« on: February 21, 2014, 05:38:34 PM »
Bushido's sentries?

Tank Turrets and HMGs for auto-turret fun? Or maybe that wouldn't work.

Tier+Tactical melee has a cricket bat.

Suggestions & Requests / Re: 4 of my requests
« on: February 08, 2014, 05:23:39 PM »
You can do 1 (unless if you have a specific idea) here's how.

(Bot's Look)Example:

onBotSpawn - Bot - setAppearance - Custom (Make sure your appearance is set to what you want the bot to look like)

You used to be able to make a bot follow you but the bot events mod doesn't work with bot holes.

Add-on events for bots following players exists.

Getting a bot to still is also part of their default functionality. To do this, input;

OnBotSpawn > Bot > Setwanderdistance > stayatSpawn

Bots will shoot at default zombies.

General Discussion / Re: Why RTB going be Shutdown?
« on: February 05, 2014, 04:47:03 PM »
Any suggestions for alternatives to RTB server/add-on controls and whatnot?

Add-Ons / Re: MaxHealth Event - Have custom health on players.
« on: February 01, 2014, 03:30:23 PM »
Does this work on bots and other datablocks?

Suggestions & Requests / Re: PORT || Drifting Jeep
« on: January 26, 2014, 02:42:27 PM »
isnt it on RTB

Unsurprisingly, yes. Ah well. Too late now. Here it is anyways.

Creativity / Re: Drawings Megathread
« on: January 26, 2014, 11:56:42 AM »
I've been doodling in "doodle or die" recently. It's only doodles, though. Tell me how it is, will ya?

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