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Topics - Tezuni

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46
Drama / Clone v.117 [Lots of Images]
« on: December 23, 2009, 12:37:22 AM »
Clone v.117

   -Builder Stealer (Stole my whole Jail RP and made it stuffty looking)
   -cigarettegy Stunts (His most recent act: spam and snake builds)





And why did he do this? Lets see his awesome reasoning below!




47
General Discussion / Blockland's Growing Population
« on: December 15, 2009, 08:57:44 PM »
I've recently been thinking about blockland's growing number of players and thought: Will there ever be so many players and/or servers on blockland that the master server cannot support them?  Will Badspot just continue to expand it, or will he just stop selling keys at a certain point?  All these questions are interesting because if you think about it, we pay a one time payment.  If many people continue playing blockland while more come each day, will Badspot ever reach a point where it becomes more expensive to support them all compared to how much he makes from newcomers?  Anyways, this may just be a question for Badspot himself to answer, but meanwhile I'd like to hear what you guys think.

48
Modification Help / Disabling ALL MiniGame Events
« on: December 13, 2009, 05:56:28 PM »
How would I disable all minigame events?  As In things like: OnActivate > Minigame > ChatMsgAll

Code: [Select]
function fxDTSBrick::Minigame(%this, %client)
{
if(!isObject(%client))
parent::Minigame(%this, %client);
}

I'm really not sure how to do this, any and all help is much appreciated!

49
Help / Server Auth Failing
« on: December 11, 2009, 11:05:55 PM »
Why is my authentication failing, then server shutting itself down?
Code: [Select]
*** LOADING MISSION: Add-Ons/Map_Skylands/skylands.mis
*** Stage 1 load
Mission Name: Skylands
Mission SaveName: Slate
Mission Description:
*** Stage 2 load
Executing Add-Ons/Map_Skylands/skylands.mis.
*** Mission loaded
Posting to master server
Connect request from: IPX:00000000:000000000000:0
  net name = Tezuni
Connection established
AUTHCHECK: Tezuni = LAN client -> internet server, auth with server ip
Activating package: AutoApplyEvents
Activating package: StoredVariable
No response from   IP:75.10.114.112:28000
Activating package: VCE_Main
Executing Add-ons/Script_achievements/triggers.cs.
Got Connect challenge Request from IP:76.23.248.59:1147
Got Connect Request
Connect request from: IP:76.23.248.59:1147
  net name = Volatilis Nex
AUTHCHECK: Volatilis Nex = internet client -> internet server, regular auth
Auth Init Successfull: Volatilis Nex
CADD: 11991 IP:76.23.248.59:1147
 +- bl_id = 13574
 +- no auto admin
*** Sending mission load to client: Add-Ons/Map_Skylands/skylands.mis
Posting to master server
Posting to rtb server

ERROR: - Authentication Connection Failed when attempting to host.
BackTrace: ->servAuthTCPobj::onConnectFailed

Volatilis Nex: yo tez
Destroying NET Server
*** ENDING MISSION
CDROP: 8653 local
Issuing Disconnect packet.
CDROP: 11991 IP:76.23.248.59:1147
Exporting server prefs...

50
Modification Help / Kill Rewards
« on: December 02, 2009, 11:18:03 PM »
What's wrong with this code?  I can't seem to figure it out... =\

Code: [Select]
$TG_Headshots = 1;

package TG_NewRewards{
function GameConnection::onDeath(%this, %sourceObject, %sourceClient, %damageType, %damLoc){
Parent::onDeath(%this, %sourceObject, %sourceClient, %damageType, %damLoc);

//Reset victim's kill count
%this.RewardKills = 0;

//Kill ratio stuff
%this.RatioKilled++;

//Check for Self Delete
if(%this == %sourceClient){
return;
}

%sourceClient.RatioKills++;

if(isObject(%sourceClient)){
%sourceClient.RewardKills++;

//Check for kills in a row
switch(%sourceClient.RewardKills){
case 3:
ShowRewardAll("* is on a RAMPAGE - 3 kills in a row!", "You are on a RAMPAGE - 3 kills in a row!", %sourceClient);
case 6:
ShowRewardAll("* is on a KILLING SPREE - 6 kills in a row!", "You are on a KILLING SPREE - 6 kills in a row!", %sourceClient);
case 9:
ShowRewardAll("* is UNSTOPPABLE - 9 kills in a row!", "You are UNSTOPPABLE - 9 kills in a row!", %sourceClient);
case 12:
ShowRewardAll("* is DOMINATING - 12 kills in a row!", "You are DOMINATING - 12 kills in a row!", %sourceClient);
case 15:
ShowRewardAll("* is GOD-LIKE - 15 kills in a row!", "You are GOD-LIKE - 15 kills in a row!", %sourceClient);
                                case 18:
ShowRewardAll("* is A H@X0R - 18 kills in a row!", "You are A H@X0R - 18 kills in a row!", %sourceClient);
}
}
}
function ProjectileData::damage(%this, %obj, %col, %fade, %pos, %normal){
//Boom, headshot!
if($TG_Headshots){
if(%col.getClassName() $= "Player"){
if(getword(%pos, 2) > getword(%col.getWorldBoxCenter(), 2) - 3.3){
//Check if it's a ranged projectile
%name = %this.GetName();
if(%name $= "SniperrifleProjectile" || %name $= "rocketLauncherProjectile" || %name $= "gunProjectile" || %name $= "arrowProjectile" || %name $= "spearProjectile"){
ShowReward("HEADSHOT'd by *!", "You HEADSHOT'd" SPC %col.client.name, %col.client, %obj.client);

//hack: kill the victim, make sure the right kill message comes up
Parent::damage(%this, %obj, %col, %fade, %pos, %normal);
Parent::damage(%this, %obj, %col, %fade, %pos, %normal);
Parent::damage(%this, %obj, %col, %fade, %pos, %normal);
Parent::damage(%this, %obj, %col, %fade, %pos, %normal);
Parent::damage(%this, %obj, %col, %fade, %pos, %normal);
Parent::damage(%this, %obj, %col, %fade, %pos, %normal);
}
}
}
}

return Parent::damage(%this, %obj, %col, %fade, %pos, %normal);
}
function ShowRewardAll(%rewardAll, %rewardKiller, %killer){
%rewardAll = strreplace(%rewardAll, "*", %killer.name);
%rewardKiller = strreplace(%rewardKiller, "*", %killer.name);

%count = ClientGroup.getCount();

for(%i = 0; %i < %count; %i++){
%cl = ClientGroup.getObject(%i);
if(!%cl.isAIControlled()){
if(%cl == %killer){
bottomPrint(%killer, "<bitmap:add-ons/ci/star> \c3" @ %rewardKiller, 3, 2);
}else{
bottomPrint(%cl, "\c5" @ %rewardAll, 3, 2);
}
}
}
%killer.player.emote(WinStarProjectile);
%killer.play2d(rewardSound);
}
function ShowReward(%rewardVictim, %rewardKiller, %victim, %killer){
%rewardVictim = strreplace(%rewardVictim, "*", %killer.name);
%rewardKiller = strreplace(%rewardKiller, "*", %killer.name);

bottomPrint(%victim, "\c5" @ %rewardVictim, 3, 2);
bottomPrint(%killer, "<bitmap:add-ons/ci/star> \c3" @ %rewardKiller, 3, 2);

%killer.player.emote(WinStarProjectile);
%killer.play2d(rewardSound);
}
function serverCmdHeadshot(%client, %onoff){
if(%client.isAdmin || %client.isSuperAdmin){
if(%onoff $= "on"){
$TG_Headshots = 1;
MessageClient(%client, "", "\c5Headshots have been \c2enabled.");
}else if(%onoff $= "off"){
$TG_Headshots = 0;
MessageClient(%client, "", "\c5Headshots have been \c0disabled.");
}else{
MessageClient(%client, "", "\c7Usage: \c5/headshot \c7[\c2on\c7|\c0off\c7]");
}
}
}
function serverCmdRatio(%client, %nick){
if(%nick $= ""){
if(%client.minigame != 0){
MessageClient(%client, "", "\c3" @ %client.name @ "\c2's kill/killed ratio: \c3" @ %client.RatioKills @ "\c2:\c3" @ %client.RatioKilled);
}else{
MessageClient(%client, "", "You're not in a minigame");
}
}else{
%cl = getClientByPartOfNick(%nick);
if(%cl != -1){
if(%cl.minigame != 0){
MessageClient(%client, "", "\c3" @ %cl.name @ "\c2's kill/killed ratio: \c3" @ %cl.RatioKills @ "\c2:\c3" @ %cl.RatioKilled);
}else{
MessageClient(%client, "", "Client not in a minigame");
}
}else{
MessageClient(%client, "", "Client not found");
}
}
}
function getClientByPartOfNick(%nick){
%count = ClientGroup.getCount();

for(%i = 0; %i < %count; %i++){
%cl = ClientGroup.getObject(%i);
if(!%cl.isAIControlled()){
if(strstr(strlwr(%cl.name), strlwr(%nick)) != -1){
return %cl;
}
}
}

return -1;
}
//WARNING: hacky code up ahead!
//I've modified the behavior of BottomPrint/BottomPrintAll so that they will queue messages.
function DecreaseBPDelay(%client){
%client.bpdelay--;
}
function BottomPrint(%client, %message, %time, %lines){
if( %lines $= "" || ((%lines > 3) || (%lines < 1)) ){
%lines = 2;
}

if(%client.bpdelay == 0){
commandtoclient(%client, '_bottomprint', %message, %time, %lines);
}else{
schedule(%client.bpdelay*1000, 0, "commandtoclient", %client, '_bottomprint', %message, %time, %lines);
}
for(%i = 0; %i != %time; %i++){
schedule(%i*1000 + 1000, 0, "DecreaseBPDelay", %client);
}
%client.bpdelay += %time;
}
function BottomPrintAll(%message, %time, %lines){
%count = ClientGroup.getCount();

for(%i = 0; %i < %count; %i++){
%cl = ClientGroup.getObject(%i);
if(!%cl.isAIControlled()){
BottomPrint(%cl, %message, %time, %lines);
}
}
}
function commandtoclient(%client, %command, %a, %b, %c, %d, %e, %f, %g, %h, %i, %j, %k, %l){
if(getTaggedString(%command) $= "_bottomprint"){
Parent::commandtoclient(%client, 'bottomprint', %a, %b, %c, %d, %e, %f, %g, %h, %i, %j, %k, %l);
}else if(getTaggedString(%command) $= "bottomprint"){
BottomPrint(%client, %a, %b, %c);
}else if(getTaggedString(%command) $= "SetPlayingMinigame"){
%client.RewardKills = 0;
%client.RatioKilled = 0;
%client.RatioKills = 0;
Parent::commandtoclient(%client, %command, %a, %b, %c, %d, %e, %f, %g, %h, %i, %j, %k, %l);
}else{
Parent::commandtoclient(%client, %command, %a, %b, %c, %d, %e, %f, %g, %h, %i, %j, %k, %l);
}
}
};
ActivatePackage(TG_NewRewards);

51
Suggestions & Requests / Request: Baton Model
« on: November 28, 2009, 08:58:06 PM »
I could use a good baton model for my RP, like this one.  It'll use the hammer animation and I already have the script.  If someone could make this that'd be very much appreciated. 

52
Help / Items Staying in Inventory
« on: November 19, 2009, 11:56:23 PM »
Ok, so I was using a 7 item player and one of the items was in the 6th inventory slot when i died.  When I spawn it's still there and it just takes up room and shows the item icon, but wields the item above it.  I tried changing the player datablock then back again and its still there.  Help please, thanks!

53
Modification Help / Discard a Player Item
« on: November 19, 2009, 11:20:35 PM »
How would I go about making a servercmd to discard an item?  (Not drop)  

It'd just remove their currently selected item or item in hand when used.  Thanks guys.

54
Drama / "Unban me Tezuni!!!"
« on: November 15, 2009, 10:35:45 PM »
<===The Plaz Encounter===>
1) I ban him for mass spamming tank shell relays across the city.
2) He tries to bribe me for an unban.
3) He he starts losing his temper.
4) He is desperate and starts telling me how sorry he is.

55
Modification Help / v13 broke raycast?
« on: November 15, 2009, 03:40:52 PM »
Before v13, this command worked.  What this code does is transfer money from one player to another in my rp.  I've commented above the line I suspect of being the problem.   
Code: [Select]
function RPC_givemoney(%client,%args)
{
%money = mFloor(getWord(%args, 0));
if(%money < 1)
{
messageClient(%client, '', "\c6You must enter a valid amount of money to give.");
return;
}

if(TezRPData.getData(%client.bl_id).valueMoney - %money < 0)
{
messageClient(%client, '', "\c6You don't have that much money to give.");
return;
}
if(!isObject(%client.player))
{
messageClient(%client, '', "\c6Spawn first before you use this command.");
return;
}
//I'm sure the line below is causing the problem and I think some changes in v13 broke it.  Can anyone fix?
%target = containerRayCast(%client.player.getEyePoint(), vectorAdd(vectorScale(vectorNormalize(%client.player.getEyeVector()), 8), %client.player.getEyePoint()), $typeMasks::playerObjectType).client;
if(!isObject(%target))
{
messageClient(%client, '', "\c6You must be looking at and be in a reasonable distance of the player in order to give them money.");
return;
}
messageClient(%client, '', "\c6You give \c3$" @ %money SPC "\c6to \c3" @ %target.name @ "\c6.");
messageClient(%target, '', "\c3" @ %client.name SPC "\c6has given you \c3$" @ %money @ "\c6.");
TezRPData.getData(%client.bl_id).valueMoney -= %money;
TezRPData.getData(%target.bl_id).valueMoney += %money;
%client.TezRP(1);
%target.TezRP(1);
}

56
Help / Nested add-on will not execute
« on: November 14, 2009, 07:49:35 PM »
Code: [Select]
Checking Add-On TezMods_CityRP
Checking Add-On TezMods_CityRP/Items/Taser
    nested add-on - will not execute

What?

57
Suggestions & Requests / New RTB Option
« on: November 14, 2009, 07:46:04 PM »
Ok, so I just thought of a cool revision of my previous file downloader suggestion.  I suggestion an RTB option that auto updates you with all RTB approved add-ons.  But, not the zipped version, it extracts it into your blockland folder for you as an unzipped file, reducing load time on other servers, and at the same time it wouldn't crowd your add-ons folder when hosting.  This would speed up server load times a lot, especially for new people.

58
Modification Help / Raycast is reflecting?
« on: November 14, 2009, 04:38:09 PM »
For some reason on my rp, whenever I click another player it seems to reflect back at me when using this thief code.  It didn't start happening until v13.  Can anyone fix it?

Code: [Select]
function player::activateStuff(%this)
        {
                parent::activateStuff(%this);
                
                %target = containerRayCast(%this.getEyePoint(), vectorAdd(vectorScale(vectorNormalize(%this.getEyeVector()), 8), %this.getEyePoint()), $typeMasks::all);
                
                if(isObject(%target) && %target.getType() & $typeMasks::playerObjectType && isObject(%target.client) && getWord(TezRPData.getData(%this.client.bl_id).valueJailData, 1) < 1 && getWord(TezRPData.getData(%target.client.bl_id).valueJailData, 1) < 1 && $TezRP::jobs::pickpocket[TezRPData.getData(%this.client.bl_id).valueJobID] && TezRPData.getData(%target.client.bl_id).valueMoney > 10 && %this.lastPickpocket + 2 < $sim::time)
                {
                        %this.lastPickpocket = $sim::time;
                        
                        if(getRandom(0, 1))
                        {
                                return;
                        }
                        
                        %amount = getRandom(1, 25);
                        
                        commandToClient(%this.client, 'centerPrint', "\c6You have commited a crime. [\c3Pickpocketing\c6]", 1);
                        
                        %this.client.TezRP(2, $TezRP::demerits::pickpocketing);
                        TezRPData.getData(%this.client.bl_id).totalPicketed += %amount;
                        messageClient(%this.client, '', "\c6You have stolen \c3$" @ %amount SPC "\c6from \c3" @ %target.client.name @ "\c6.");
                        messageClient(%target.client, '', "\c3" @ %this.client.name SPC "\c6has stolen \c3$" @ %amount SPC "\c6from you.");
                        
                        TezRPData.getData(%this.client.bl_id).valueMoney += %amount;
                        TezRPData.getData(%target.client.bl_id).valueMoney -= %amount;
                        
                        if(TezRPData.getData(%target.client.bl_id).valueMoney < 0)
                        {
                                TezRPData.getData(%target.client.bl_id).valueMoney = 0;
                        }
                        
                        %this.client.TezRP(1);
                        %target.client.TezRP(1);
                }
        }

59
Modification Help / Item Saving
« on: November 14, 2009, 04:28:37 AM »
Ok, so I'm trying to make this script from Clockturn's item saving event into just a regular server item saver.  I need it to make the items in a player's inventory auto save when they leave the server, and load when they spawn.  Here's what I found...Can anyone help me fix it up into a server item saver?

Code: [Select]
new ScriptObject(SavedItemList)
{
class = ApSys;
dataFile = "config/server/saveditems.dat";
};
SavedItemList.addValue("Items","string 255");
SavedItemList.loadData();
function Player::saveItems(%player)
{
%client = %player.client;
if(isObject(%client) && isObject(%player))
{
%cdata = SavedItemList.getData(%client.BL_ID,1);
for(%i=0;%i<%player.getDatablock().maxTools;%i++)
{
if(%list $= "" && isObject(%player.tool[%i]))
{
%list = %player.tool[%i].getName();
}
else if(%list !$= "" && isObject(%player.tool[%i]))
{
%list = %list TAB %player.tool[%i].getName();
%cdata.setValue("Items",%list);
}
}
}
}
function Player::loadItems(%player)
{
%client = %player.client;
if(isObject(%client) && isObject(%player))
{
%cdata = SavedItemList.getData(%client.BL_ID,1);
%itemlist = %cdata.getValue("Items");
%itemcount = getFieldCount(%itemlist);
%player.clearTools();
if(%player.getDatablock().maxTools >= %itemcount)
{
for(%i=0;%i<%itemcount;%i++)
{
%itemname = getField(%itemlist,%i);
%itemdb = nameToID(%itemname);
if(isObject(%itemdb))
{
%player.tool[%i] = %itemdb;
%player.weaponCount++;
messageClient(%client,'MsgItemPickup','',%i,%itemdb);
}
}
return;
}
}
}
package Event_ItemSaving
{
function GameConnection::onClientLeaveGame(%client)
{
SavedItemList.saveData();
Parent::onClientLeaveGame(%client);
}
function onExit()
{
SavedItemList.saveData();
Parent::onExit();
}
};
activatePackage(Event_ItemSaving);

60
Suggestions & Requests / A New Modeling Tutorial for Blockland
« on: November 14, 2009, 01:48:17 AM »
Ok, I have tried milkshape, blender, and google sketchup.  I have no idea how to add mount points, and do all the other necessary things to actually make my models work.  I'd love it if an experienced modeler would make a step by step guide on how to make vehicles/items.  If anyone could make a detailed, quality tutorial for any of the three programs above, that'd be very much appreciated.    

I know there have been other tutorials made, but they are crap and usually out of date + they dont specify their program's version.

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