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Messages - Swollow

Pages: 1 2 3 4 5 6 [7] 8 9 10 11 12 ... 604
91
Off Topic / Re: why the forget do you only reply to tony threads
« on: November 24, 2018, 12:53:35 AM »
hey sorry to intrude but do you think I could borrow a cup of sugar please

92
Off Topic / Re: 😎best forumer/blocklander 2018😎
« on: November 20, 2018, 05:50:49 PM »
Pecon

93
General Discussion / Re: stupid stuff you used to think as a newbie
« on: November 20, 2018, 03:14:22 AM »
i used to think the duplicator was completely and utterly useless and for lazy builders (lol)
if you use the duplicator ur a noob

94
Off Topic / Re: Looking for older users avatars.
« on: November 04, 2018, 05:36:21 AM »

95
Modification Help / Re: Swollow's Final Content Dump
« on: October 30, 2018, 03:48:31 PM »
all i really wanted was the suicide revolver :(
its in the code for simon says

96
Modification Help / Re: Can't get a light to mount to the right hand.
« on: October 23, 2018, 02:37:23 PM »
If the image mounts in the right hand, and the light data i posted above is in that image's datablock, then the light should also be in that hand

Maybe all of that other stuff you have that tries to mount the light isn't functioning properly, try this?
image lights are broken that's why its not utilized in this, the light is attached to the player, they are only visible to host because they aren't transferred over network properly

Also, there's no reason for this item to require Weapon_Gun if it uses nothing from it
thats completely wrong since the image uses emitters from the gun

Also also, i fixed the numbers in the image states, the [#]'s, which are important for ordering what comes when and what group of states a state belongs to
doesn't matter that a state number is missing, although it does look sloppy, originally there was another image state for that one and I just removed it


your best course of action to getting a light attached to the players right hand is to create a bot with no model, mount it to the right hand and then mount the light to the bot, this seems ridiculous but this is the best way to achieve what you want

97
General Discussion / Re: I got 2048 hours in blockland on steam
« on: October 07, 2018, 06:52:28 AM »
dirty casuals


all 40k+ of my hours are off steam

98
Off Topic / Re: I wanted to tell you guys a secret
« on: October 05, 2018, 02:14:53 AM »
uh

99
Modification Help / Re: [Guide] custom hud icons.
« on: October 04, 2018, 07:07:43 PM »
new file system, you can no longer

100
Modification Help / Re: [Guide] custom hud icons.
« on: October 04, 2018, 07:03:21 PM »
you can't make clients download images without download textures off either way

101
Modification Help / Re: [Guide] custom hud icons.
« on: October 04, 2018, 03:19:28 AM »
theres a way to just directly put the textures into the file manifest without any roundabout bullstuff but I forgot where I put the code for it

102
Off Topic / Re: Forumers you like
« on: October 01, 2018, 02:14:49 AM »
pecon

103
Modification Help / Re: Initial Explosions and Final Explosions
« on: September 22, 2018, 10:57:49 AM »
I knew there had to be an easier way to accomplish this. Thank you very much.

Edit: Oh and no console error messages by the way
wait does this actually work, i tried to do this and the code switches to "vehicleExplosionProjectile" if its unset

104
Modification Help / Re: Initial Explosions and Final Explosions
« on: September 21, 2018, 04:10:55 PM »
I didn't bother reading your post since mostly everything you say is dumb as forget, my bad

105
Modification Help / Re: Initial Explosions and Final Explosions
« on: September 21, 2018, 03:51:33 PM »
first off
Won't that spam errors every time it explodes
no

I took a look at the source code and the variable will default to something else if you do this
you haven't quite explained what you want very well so I'm just going to assume

the easiest solution that doesnt require you to rewrite vehicle functions would be to just create a projectile that does nothing like so


Code: [Select]
datablock projectileData(emptyProjectile)
{
     lifeTime = 0;
};

then set whatever variable you want to this emptyProjectile and it will create this projectile momentarily (which has no model or explosion)

this is the simplest solution that will work in mostly every circumstance


Edit:
Special thanks to "thegoodperry" for coming up with this idea first

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