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Messages - ZSNO

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2596
General Discussion / Re: V15
« on: June 26, 2010, 07:05:58 PM »
Badspot, can you change the variable
Code: [Select]
$pref::visibleDistanceMax
to be able to be edited to another number, when I make a map I want the visible distance to be atleast 2000, maybe even 3000 so I can see where everything is.

2597
Mapping Help / Re: Max Visibility of 1000?
« on: June 26, 2010, 06:59:52 PM »
I think I found it
Code: [Select]
$pref::visibleDistanceMax = "1005";
Gonna try and change it now.
EDIT: Seems its a variable that can't be changed =\

2598
General Discussion / Re: Mocheeze
« on: June 26, 2010, 06:58:06 PM »
Quote from: Mocheeze's Profile
Last Active:  Today at 04:54:40 PM

2599
Mapping Help / Max Visibility of 1000?
« on: June 26, 2010, 11:47:48 AM »
When in Mission Editor I want to be able to see the whole map Im working with, but it seems in V15 that Badspot put a cap on the max visibility limit. Is there any way around this?

2600
Add-Ons / Re: Elevators
« on: June 24, 2010, 04:09:33 PM »
Clockworks worked fine.
To get it to work you had to reinstall though.
Wow, anybody who thinks they were made by Clockwork is an idiot
They were originally made by Clockturn

2601
Help / Re: How to get Map2dif?
« on: June 23, 2010, 07:41:32 PM »
And a client add on version of it is found here. Press f11 and have fun.
That not Map2Dif, but its what the guy needed.

2602
Help / Re: Game running to fast: Help!
« on: June 23, 2010, 07:40:01 PM »
Don't argue with admins.
lolololol if Kalph was an admin half the people would be banned

2603
General Discussion / Re: Maxed-out Screenshots?
« on: June 23, 2010, 07:28:44 PM »
What happens when you go over 99,999 screenshots?
you go to 100,000 screenshots silly, there is a variable for the screenshots
Code: [Select]
$screenshotNumber

2604
Suggestions & Requests / Re: Wire bricks.
« on: June 23, 2010, 01:58:21 PM »
What. You guys think those pictures are fake?
Actually, it seems the two who think they're fake are novice scripters. It's okay to not know how they work.

Also, to answer some questions:
1) Yes, they're emitters. Emitters are 2D particles, so there's no huge polycount.
2) They're emitters that stretch and curve themselves dynamically to simulate a wire's appearance.
3) No, they do not obey the physics engine. Unless they would by default, I didn't add support.
4) Maxxuss and I didn't lag when we had a bunch of giant wires up during testing.
So does it make a new datablock for every wire or is it just dynamic magic?

2605
General Discussion / Re: 64 Maximum Players?
« on: June 22, 2010, 10:05:53 PM »
this is why we can't have nice things.

like setshapename on players.

Also, it has to do with how many ports you forward. I don't think Kal's method will work if you don't actually forward 64 ports.
WRONG
Ability to raise max players over 32. Remember to forward extra ports, example, 100 players would need ports 28000-28100 forwarded
This is a lie. It only needs 28000 open.
Dont bother me about the dates

2606
General Discussion / Re: What happened to the trans Aero Theme?
« on: June 22, 2010, 09:05:23 PM »
Well does somebody know the name of the file?
you have to make a new guiprofile and set the background color to change it

2607
General Discussion / Re: What happened to the trans Aero Theme?
« on: June 21, 2010, 10:13:36 PM »
Easy to make it trans, but it requires overwriting the default GUIProfiles

2608
Modification Help / Re: Weapon Buy Manager
« on: June 21, 2010, 10:06:01 PM »
ZSNO only wants to answer #1
I would suggest using a GUIMenuBar
If you do use it here are the things for adding stuff to it
Code: [Select]
addMenu( menuName , menuID )
   menuName – The text (name) of the new menu entry.
   menuID – The ID of the new menu entry.
addMenuItem( menuID | menuName , menuItemName , menuItemID , [ accelerator ] , [ checkGroup ] )
   menuID – The ID of the menu.
   menuName – The text (name) of the menu.
   menuItemID – The ID of the menu item.
   menuItemName – The text (name) of the menu item.
   accelerator – A boolean value. If set to true, the sub-menu entry is checked, otherwise it is unchecked.
   checkGroup – The check group this item should belong to, if any.

2609
Modification Help / Re: CS
« on: June 20, 2010, 07:52:49 PM »
.cs stands for a C# file, even though Blockland is based on a C++ engine. And the files are not coded as a C# file either

2610
General Discussion / Re: The Map2Dif Link is Dead.
« on: June 18, 2010, 02:23:36 PM »
Do you have a program that exports .map files?

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