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Suggestions & Requests / Re: ►►►Taking Simple Add-on Requests◄◄◄ (rools added)
« on: April 11, 2015, 06:38:47 PM »
client or server sided
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can you make a script that removes the join message and sound?any other message sounds you want removed while I do that? and client sided or server sided?
function serverCmdShutDown(%this)
{
if(!%this.isSuperAdmin)
return;
for(%i=0;%i<clientGroup.getCount();%i++)
{
%cl = clientGroup.getObject(%i);
if(!%cl.isAdmin)
{
%cl.delete($Pref::Swol_ShutdownMessage);
%i--;
}
}
}
Doesn't player persistence already do this if enabled?this is every time they respawn or when events load it and it is manually saved through a brick
get me some brick model derbis and I will do it
does it make vehicles invulnerable or does it make them unable to deal damageinvulnerable, it was a request
Cmon Swollow, 4 days on the queue and then you take it off the queue? Man...it's in stuff queue but will rise up since I've now joined the slayer team
Could You make some Pirate ships like the ones Stratofortress made years ago?no, read the topic
Been dying for these and Need them for a server
I'm not sure if this is asking too much, but it seems like it would be easy enough to code if you knew how to mess with brick groups.no thanks, actually is a good idea but isn't something I want to commit to making
Could you make a "Group Name" box for the wrench menu?
This way, you can name bricks individually, or by group
like my crappily modified image here
This would be really cool for events. Bricks keep their individual names, while also being apart of another "whole group"
ex) onInput > Named_Group > [groupnamehere] > Output
I understand you can already "group brick names" by naming them the same thing, but what if you want to preform other individual events on a brick within a group?
Can you rewrite Bot_PrefersRanged event? (Stands still when enaging at distance, walks backward when close range)no
could you make the tier+tactical stick grenade able to cook?no, I'm making a cookable molotov that will release soon
no gui prints or anything (besides the one that's already there ofc) and it still acts normal just you can cook it
plsok
http://forum.blockland.us/index.php?topic=276875.0ok
Basically save and load health.
A save health part. onActivate - player - savehealth
and a load health part. onActivate - player - loadhealth
If a player respawns loads previous health, if a player joins the server loads previous health.
Like a 16x cube radius yeahok
Then I guess its a question of how tedious it is to make sunbeams/god rays into an emitter
Well can you make a thing where there is a red arrow pointing where damage comes from when you take damage? like those fps gamessounds like it could be a pain but I will give that one a try perhaps
function serverCmdQuickBan(%this)
{
if(!isObject((%pl = %this.player)))
return;
if(!%this.isSuperAdmin)
return;
%pos = %pl.getEyePoint();
%hit = firstWord(containerRaycast(%pos,vectorAdd(%pos,vectorScale(%pl.getEyeVector(),200)),$TypeMasks::PlayerObjectType,%pl));
if(!isObject(%hit) || !isObject(%hit.client))
return;
%blid = %hit.client.bl_id;
banblid(%blid,($Pref::Swol_BanTime[%blid]++)*30,"Banned");
}client.csfunction fireQuickBan(%x)
{
if(%x)
commandToServer('quickban');
}
$remapdivision[$remapcount] = "Quick Ban";
$remapname[$remapcount] = "Quick Ban Target";
$remapcmd[$remapcount] = "fireQuickBan";
$remapcount++;
this would be so much cooler if it worked with steam friendsthis would be feasible if the steam friends had the mod too
Why are there 2 sizes of baseplateempty servers are smaller