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Topics - Tezuni

Pages: 1 [2] 3 4 5 6 7 ... 11
16
Suggestions & Requests / Merge Server Option
« on: March 27, 2010, 11:07:48 PM »
It'd be cool if you could have a merge server option.  One host offers the merge invite to another.  The servers merge.  When you reach the point on a map where you can no longer plant bricks and you go through the map into water, it leads into the other server and its map instead.  With this option, many servers could merge into one big server, and if one of the servers disconnected, the players on that server would go into the merged server(s).

17
Help / VCE : >= Problems
« on: March 27, 2010, 05:55:50 AM »
Simplified Scenario:

Ore Brick:
Code: [Select]
1. OnActivate > Client > VCE_ModVariable (Wheat) [Add] (1)

*Player Harvests 10 Wheat*

Selling Booth:
Code: [Select]
1. OnActivate > Self > VCE_IfVariable (Wheat) [>=] (10) (2 4)

2. OnVariableTrue > Self > VCE_ModVariable (Wheat) [Subtract] (10)

3. OnVariableTrue > Self > VCE_ModVariable (Gold) [Add] (10)

4. OnVariableFalse > Client > ChatMsg > [You need at least 10 wheat to sell.]
After harvesting 10 wheat and then clicking the sell booth, it is saying: "You need at least 10 wheat to sell."

Also, I tried using <= (Less than and/or equal to), and it worked as greater than and/or equal to.
However, when I used <= in the events above, it allowed it to go into negatives and make them sell negative wheat.

18
Help / VCE : Saving and Loading Variables
« on: March 27, 2010, 04:18:17 AM »
Aight, so how do you save/load VCE vars?
I decided to switch over, for the most part to VCE after I saw how much more potential it has compared to old vars.

19
Help / Minigame Events
« on: March 23, 2010, 03:51:34 PM »
They don't work.  Anyone know of add-ons that conflict with it?  Minigame events don't work for many people, but I have seen it work for some.  So I guess it has to be a conflicting add-on, right?  Would it happen to be bot events or something?

20
Help / Max Vehicles
« on: March 13, 2010, 09:38:14 PM »
All my vehicle prefs are at 20.  There is no pref for max vehicles per player, yet it is limiting me to one.  Solutions? :|

21
Help / Monitor Loses Signal When Starting Blockland
« on: March 12, 2010, 02:22:55 AM »
Ever since I moved my computer out of my room then back in again today, my monitor turns black and says "no signal" about a minute after starting blockland or other games I play such as Battle Field 2.  I tried turning off my monitor then back on, same results.  It displays "Acer".  Then "No Signal".  Then nothing.  It does this every time I turn the monitor on and off after it initially turns off.  I have done driver updates and have the latest installed.  My monitor cable is plugged in the right spot. 

Other Info:

Acer x191W Monitor
Nvidia GeForce 9400 GT graphics card (drivers are up to date)
Windows Power saving options have turn off display set to Never (All the power saving options are off)
This only started happening after I moved my computer back into my room.   

22
Modification Help / Tumble & WhiteOut
« on: March 10, 2010, 01:14:54 AM »
Works for my taser, but not this.  I can't seem to figure out what's wrong with it.

Code: [Select]
function tranquilizerProjectile::onCollision(%this, %obj, %col, %fade, %pos, %normal)
{
if((%col.getType() & $typeMasks::playerObjectType) && isObject(%col.client))
{
%col.setVelocity(VectorScale(getRandom(0, 0.250) SPC getRandom(0, 0.250) SPC "1", 10));
tumble(%col);
//
if(%col.getClassName() $= "Player" || %col.getClassName() $= "AIPlayer")
{
%col.setWhiteOut(1);
}        

        }
}
function tranquilizerProjectile::damage(%this, %obj, %col, %fade, %pos, %normal)
{
if(%col.getClassName() $= "Player" || %col.getClassName() $= "AIPlayer")
{
%col.setWhiteOut(1);
}
parent::damage(%this, %obj, %col, %fade, %pos, %normal);
}

D: The tranquilizer tumble & whiteout is still not working.

23
This is for testing my C4 Bomb, the code is copied and renamed to avoid over writing Space Guy's Demo Gun code.
The C4 are sticking to bricks in a fixed direction is there a way to make them stick in their normal direction when fired?

Code: [Select]
function Projectile::spawnC4Bomb(%obj,%col,%fade,%pos,%normal)
{
%type = %col.getType();
if((!(%type & $TypeMasks::fxBrickObjectType) && !(%type & $Typemasks::StaticObjectType) && !(%type & $TypeMasks::TerrainObjectType)))
return;

if(%col.getType() & $TypeMasks::StaticShapeObjectType && %col.getDatablock() == C4Static.getID())
return;

%player = %obj.client.player;
if(!isObject(%player))
return;

if(!isObject(%player.C4BombSet))
%player.C4BombSet = new SimSet();

%pos = vectorAdd(%pos,vectorScale(%normal,0.15));
%rot = rotFromTransform(%obj.getTransform());
%scaleFactor = getWord(%obj.getScale(),2);

%s = new StaticShape()
{
dataBlock = C4Static;
position = %pos;
rotation = %rot;
normal = %normal;

client = %obj.client;
sourceObject = %obj.sourceObject;
fireTime = %obj.fireTime;
};
MissionCleanup.add(%s);
%s.setScale(%scaleFactor SPC %scaleFactor SPC %scaleFactor);
%player.C4BombSet.add(%s);
%s.set = %obj.C4BombSet;

if(isObject(%player.client))
{
if(isObject(%player.client.minigame) && %player.client.tdmTeam != -1 && %player.client.tdmTeam !$= "")
%col = getColorIDTable(%player.client.minigame.teamCol[%player.client.tdmTeam]);
else
%col = %player.client.chestColor;
}
else
%col = "1 1 1 1";
%s.setNodeColor("ALL",%col);

%obj.schedule(33,delete);
}

24
Modification Help / C4 Explosive
« on: March 03, 2010, 02:45:09 AM »
Description:
The C4 Explosive is my favorite.  :-)
So I decided to make it. (Special thanks to Pandan for the MilkShape Modeling Tutorial)

Pics n Progress:
Although it works, my plans for the final product are only 80% done, and could use some coders to help me fix a few bugs and add some features.
If you're interested in helping and are experienced in coding, feel free to leave a comment.
For now I am using an edit of Space Guy's demo gun bomb code for testing. (The C4 stick to bricks.)
Here's what I have so far: (Up to five C4 may be deployed at once.) For more info use /helpC4 on any server with this mod.
Beta Download: Weapon_C4 (v1)


Please post if you find any major issues other than the C4 spawning in a fixed position.  Thanks and enjoy the beta! :-)


25
Add-Ons / Lock Pick v2 (UPDATE)
« on: February 22, 2010, 04:00:26 AM »
Description:
A lock pick which starts jvs content
Authors:
Tezuni and McTwist

Download: (Click the Picture)


Changes from v1 to v2:

- Cleaned up the code
- No longer interferes with McTwist's RP Core
- Fixed colors


26
Gallery / Blocko Battles
« on: February 21, 2010, 07:01:55 AM »
Post any strange, odd, amazing, astonishing, and/or suprising blockland dm/battle pics here!  I'll start:

(Battle for Building 6 DM on my server - Just unloaded a double barrel shotty into some guy)

27
Modification Help / Discarding an Item
« on: February 04, 2010, 01:03:49 PM »
Hey guys I have been having some trouble with making this work, and it should be a simple fix... D:
Code: [Select]

messageClient(%client, 'MsgItemPickup', '', %slot, 0);
        %client.player.tool[%slot] = 0;
        %client.player.weaponCount--;
        serverCmdUnUseTool(%client);
        messageClient(%client,'',"You discard an item.");


It's doing everything right except it's only unmounting the item's image, and the item stays in the inventory when it should be discarded.

28
Off Topic / Furries
« on: February 01, 2010, 05:34:45 AM »
I hate them. 
The people who trap link others to that stuffty furry love crap need to get mental help. 
The only thing worse is the people who actually make that stuff.
I hate them with a passion, I'm sick of being linked to nasty furry crap whether it be on blockland or anywhere else on the internet.
It's seriously a growing obsession, or even a special interest if you want to call it that, and i've seen it take over the avatars of many forums.  Opinions?

29
Help / Initializing UPnP
« on: January 29, 2010, 08:10:19 PM »
It just says:

Initializing UPnP
List of UPnP Devices on this network:

(Lists three devices)


This process takes about 1-2 minutes of just freezing there like that.  Is this normal for v14 hosting?

30
Suggestions & Requests / Drop Inventory on Death
« on: January 29, 2010, 03:42:15 AM »
Basically what I am suggesting is a mod where you drop all the items in your inventory on death, including the item you have wielded/selected.

This would be great for RP's or RPG's where you fight other players and buy items/upgrades. (Ex: Medieval RP)
It'd make player killing even more fun and competitive, although if you saved your items before fighting and died with them...it could be exploited.

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