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Topics - Tezuni

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76
Help / Blockland Key
« on: October 31, 2009, 09:24:13 PM »
My key.dat file is still in my blockland folder, and its prompting me to enter my key.  I enter it and it says invalid key.  Was my key deactivated?  My BL name is the same and ID is 8139.

77
Help / Server Crashing
« on: October 28, 2009, 11:06:02 AM »
I keep crashing after about 10-20 mins of hosting.  Noticeabley after using the trench mod.


78
Suggestions & Requests / 0 Gravity Space Map
« on: October 27, 2009, 12:23:42 AM »
I think we need a good zero gravity spacemap, like "Build a Space Station" but with no gravity. 

79
Modification Help / New IP Logger - Not Logging...
« on: October 26, 2009, 07:07:36 PM »
Alright, so I got some help with this one and its still not working...Anyone have any ideas?  It has no console errors, but it doesn't log anything, or even create the log file.  

Code: [Select]
$logFile = "config/server/TezLogs/IPAddresses.cs";

//Checks if log already exists, if so, load log.
if(isFile($logFile))
{
    exec($logFile);
}

//Package for automatically logging and saving IP addresses.
package IPLog
{
    function GameConnection::AutoAdminCheck(%client)
    {
       $LoggedIP[%client.BL_ID] = %client.getRawIP();
       export("$LoggedIP*", $logFile, false);
      
       return Parent::AutoAdminCheck(%client);
    }
};
activatepackage(IPLog);

80
Help / KeyCheck
« on: October 24, 2009, 08:30:13 PM »
Okay so this event was worknig fine earlier but now its making lag for the whole server only when I talk(only me) after using a keycheck event.  Only /cancelevents fixes it until I activate something with keycheck events again.  Why does it do this, its so odd.  Nothing shows up in console.

81
Modification Help / AutoAdmin Breaker?
« on: October 22, 2009, 10:32:54 PM »
FIXED. Thanks Truce.

82
Help / Can't Move Forward in Mid-Air
« on: October 22, 2009, 02:14:11 AM »
I can't move forward in mid-air, so I can not do things like jump up a stack of 1x5's.  I have had my server up for a few hours and it was fine, now its randomyl happening and only to me.  Its not events, this happened to me a few times before in v12.  I tried suiciding and many other things, it doesn't work.  Are there any known add-ons that cause this glitch?

83
Modification Help / LegoSabers - Edit
« on: October 20, 2009, 01:36:17 AM »
I got it to reflect the projectile, although it does reflect them before they get near enough to the saber, so I need help on making it reflect them when they're closer to it.  Also, it breaks the saber's projectile when I added in the reflector script?  Can someone fix this code?  Thanks!
Code: [Select]
//projectile
AddDamageType("lgls",   '<bitmap:add-ons/Weapon_Legosabers/CI_lrls> %1',    '%2 <bitmap:add-ons/Weapon_Legosabers/CI_lrls> %1',0.75,1);
datablock ProjectileData(lglsProjectile)
{
   directDamage        = 40;
   directDamageType  = $DamageType::lgls;
   radiusDamageType  = $DamageType::lgls;
   explosion           = lglloveplosion;
   //particleEmitter     = as;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 100;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = true;
   lightRadius = 3.0;
   lightColor  = "0 1 0 0.5";

   uiName = "LEGO Green Lightsaber Slice";
};

function lglsImage::onFire(%this,%obj,%slot)
{
%obj.setImageAmmo(0, 0); //Disable the gun.
%client = %obj.client;
%eye = %client.player.getEyeTransform(); //Because I hate typing it out over and over again.
%mask = $TypeMasks::ProjectileObjectType; //I was originally planning to make it shove players around, but I decided this should be better for medium-long range encounters.
InitContainerRadiusSearch(%eye, 12, %mask);
while(isObject(%Proj = containerSearchNext()))
{
%velAvg = (mAbs(getWord(%proj.getVelocity(), 0)) + mAbs(getWord(%proj.getVelocity(), 1)) + mAbs(getWord(%proj.getVelocity(), 2))) / 3;
if(!%proj.origVelocity || %proj.origVelocity < %proj.getDatablock().muzzleVelocity / 2) //We don't want too small of an original velocity to base our reflections on, otherwise we couldn't get it above half normal speed.
%proj.origVelocity = %velAvg; //Speed cap is based on how fast the projectile was at first deflection.
%repelForce = ((15 - vectorDist(%eye, %proj.getTransform())) / 6) * %velAvg; //Allow us to boost the speed based on what it already is, instead of the default speed.
if(%repelForce > %proj.origVelocity * 2.25)
%repelForce = (2.25 * %proj.origVelocity); //We have to cap it at some point.
if(%repelForce <= %proj.getDatablock().muzzleVelocity / 2)
%repelForce = (%proj.getDatablock().muzzleVelocity / 2); //Also imposing a minimum.
%repelDir = vectorNormalize(vectorSub(%proj.getTransform(), %eye));

%anglediff = vectorSub(%repelDir,vectorNormalize(%client.player.getEyeVector()));
%anglediffavg = (mAbs(getWord(%angleDiff, 0)) + mAbs(getWord(%angleDiff, 1)) + mAbs(getWord(%angleDiff, 2))) / 3;
if(%anglediffavg > 0.3) //Makeshift vector angle comparison. It doesn't work as accurately as I wish it did, but I'm not all that good with vectors.
continue;

if(vectorDist(%eye, %proj.getTransform()) <= 6 && isObject(%proj.client.player) && %client != %proj.client)
{
%ownerDir = vectorNormalize(vectorSub(%proj.client.player.getEyeTransform(), %eye));
%ownerAngleDiff = vectorSub(%ownerDir, vectorNormalize(%client.player.getEyeVector()));
%ownerAngleDiffAvg = (mAbs(getWord(%ownerAngleDiff, 0)) + mAbs(getWord(%ownerAngleDiff, 1)) + mAbs(getWord(%ownerAngleDiff, 2))) / 3; //I thought I've seen a cone-search function somewhere before...
if(%anglediffavg <= 0.5) //If they're out of our sight, we don't send it at them.
%repelDir = vectorNormalize(vectorSub(%proj.client.player.getEyeTransform(), %proj.getTransform())); //Step in and tell us where it should go.
}

%newVelocity = vectorScale(%repelDir, %repelForce); //Get our final calculations as to where we should shoot this thing.

serverPlay3d(RedirectSound, %proj.getPosition());
%obj.setImageAmmo(0, 1); //Reenable the gun if we actually used it on something

%p = new Projectile() //Because Projectile::Redirect didn't work, and Projectile::SetVelocity doesn't exist for some reason.
{
initialVelocity = %newVelocity;
origVelocity = %proj.origVelocity;
initialPosition = %proj.getPosition();
datablock = %proj.getDatablock();
sourceObject = %proj.client.player;
sourceSlot = %proj.sourceSlot;
client = %client; //Change the owner to us so we can damage the original attacker.
scale = %proj.getScale();
};
missionCleanup.add(%p);
//More cool stuff that I haven't gotten working yet
//if(isObject(vectorProjectile))
// if(%proj.getdatablock() == vectorProjectile.getID())
// vectorProjectile.schedule(getRandom(100,200),"ChangeForm",%p);
%proj.delete(); //Do away with the old one so we don't get facerocketed.
}
}

EDIT: Is there a way to make it so when a lightsaber projectile is reflected, it explodes it, that'd make for even more epic light saber duels, so they actually clash instead of ping ponging reflected projectiles at each other.

84
Modification Help / IP Adress Log
« on: October 18, 2009, 02:56:34 AM »
Code: [Select]
function gameConnection::onClientEnterGame(%client)
        {
                parent::onClientEnterGame(%client);
        %file = new FileObject();
        %file.openForAppend("config/server/TezLogs/IPAdresses.log");
        %file.writeLine("Player:" SPC %client.name SPC "\nUser ID:" SPC %client.BL_ID @ "\n" @ %client.getAddress() @ "\n-----------------------------------------");
        %file.close();
        %file.delete();
        }

It doesn't seem to work, and also I'm not sure how to make it not log the same person twice.  Help is appreciated, thanks!

85
Suggestions & Requests / Special Build Mode
« on: October 15, 2009, 09:55:48 PM »
We all know these wrench options:

Raycasting
Collision
Rendering

What if you want to make a giant support tower with all those brick options unchecked?  You have to wrench them all.  Even a duplicator requires the bricks to have at least raycasting on for it to hit.  We also have clear paint to make the rendering appear to be off when we plant bricks.  But we don't have any tool or mod allowing us to have all of these options unchecked at the same time before we plant our bricks.  My suggestion is a gui that has all the above wrench options that are toggleable like in the wrench gui.  If you want to get fancy maybe include all the wrench options such as emitters and lights too.

Summary: What I'm looking for is the 3 basic wrench options above, in a gui.  The options can be checked or unchecked depending on how you want your bricks to be before they are planted.

86
Suggestions & Requests / Time Bubbles
« on: October 14, 2009, 10:24:18 PM »
No, not the client sided player timescale.

I think it'd be cool to have a server sided time bubble event, like SetPlayerTimeScale.  This way you can see other players moving in their time bubble while you're in your own. I think /timescale #Here should stop all TimeScale events and put everyone on the specified timescale though.  

Mmm, also this would be fun for special rooms in DMs or RPGs, when you enter, you can either be in a slow motion timescale, or a fast time scale.  Maybe this could go into the zones event mod?  SetZoneTimeScale?  I know theres zone events to simulate this, such as gravity and drag, but nothing does it quite like the actual timescale, because you have to take things such as projectiles into account.

87
Modification Help / function gameConnection::onDeath
« on: October 13, 2009, 01:55:10 AM »
Everything starts glitching up, the mouse leaves a trail, the chat gets messed up, the camera freezes up, but the city rp bottom print stays and the player dies.  The player's death does not show up in chat though, and the [Job] NAMEHERE setshapename appears over your body's head for 3 seconds after death

FIXED - *Clockturn I <3 you too*

88
Off Topic / What is the "Furry/Anime" Obsession?
« on: October 12, 2009, 09:23:16 PM »
I noticed a lot of people have these strange anime avatars here on the forums, whats up with this? 

Also I hear much talk of these so called "Furry" creature things in-game? 


89
Modification Help / SetShapeName
« on: October 12, 2009, 03:24:44 AM »
So today I was messing with my City RP again.  I was working with the OnDeath function, and seemed to have screwed it up.  It made tons of glitches, but one of them was interesting.  When a player dies, "[Civilian] Playername" now appears over their head like in the old city rps.  I thought badspot removed the setshapename thing?  How is this possible?

If he didn't fully remove it, I'd like to use it.

90
Suggestions & Requests / Fuel Mod
« on: October 10, 2009, 12:50:57 AM »
We all know theres an ammo system out there...

But we don't have a Fuel System for vehicles.  I think a fuel system would make DMs and TDMs much more fun because of the challenge.  It'd be especially cool for using with planes that get damage when impacting things at high velocity.

*Plane runs out of fuel...
*Plane starts losing elevation rapidly...
*Plane crashes and explodes on impact...

-Also-

People might start taking parachutes more often. :)

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