Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Sideswipe

Pages: 1 [2] 3 4 5 6 7 ... 10
16
General Discussion / how big is a blockland stud
« on: January 02, 2018, 02:35:00 PM »
/title
trying to make a quarter mile drag strip

17
Suggestions & Requests / Player_QuakeJet
« on: January 02, 2018, 02:00:52 PM »
Run like the wind and fly like the wind.
Also has fuel like the Fuel-Jet playertype.

Download

18
Help / wrenching objects doesn't stop me from moving
« on: January 02, 2018, 01:24:37 PM »
i can't type anything in cause they're controlling my character even when i'm not moving
i can't chat either, and restarting the game hasn't done stuff

what do i do

19
Off Topic / STRANGER LEG
« on: December 21, 2017, 12:37:32 AM »


http://evenstranger.pw/
upload a picture and it will make a poster and guess what the picture you uploaded contains

20
General Discussion / BLOCKLAND JD POWER AWARDS
« on: December 20, 2017, 12:01:03 AM »
DONT TOUCH ME

HOW VOTING WORKS

Post the information of the vehicle by copying and pasting this template:

Code: [Select]
Vehicle Name:
Creator Name:
Forum/BLGlass Page:
Award:
Proof: (why the vehicle is eligible for that award)

All these have to be filled in with good info to count as a vote.
You can only vote for one award per vehicle. This means that you can vote for as many different vehicles as you want and as many awards, but only once. You cannot vote for one award for the same vehicle twice.

Voting ends January 1st, 2018.

AWARDS

Here are all the awards that can be voted for.

  • Best in Class Fuel Economy
  • Strongest Metal
  • Most Meaty Guns
  • Best Handling
  • pusillanimous individual-Magnet Deluxe
  • Most Pretty Face
  • Best Innovation
  • Coolest-Sounding Name
  • Best Lighting
  • Least Quality
  • Ugliest Wheels
  • Best Customization

VEHICLES YOU CAN VOTE FOR

Any vehicle that has been released this year that you didn’t make can be voted for and can win awards, no matter its type.
The name of the award has nothing to do with its stats (eg a weak car can win Best in Class Safety), the only thing that matters is votes.

LEADERBOARD
  • Best in Class Fuel Economy
  • Strongest Metal
  • Most Meaty Guns - Rally's Helicopter Gunship (1)
  • Best Handling - Teneksi's Shark (1)
  • pusillanimous individual-Magnet Deluxe - NightHawk's Robin Classic (1)
  • Most Pretty Face
  • Best Innovation - Conan’s e-mobil (1)
  • Coolest-Sounding Name
  • Best Lighting
  • Least Quality
  • Ugliest Wheels
  • Best Customization

21
Suggestions & Requests / Stop allowing negative score
« on: December 02, 2017, 09:22:47 PM »
In my NFS server you can go to the casino to earn points (leaderboard score), which can be exchanged for money.
The only problem with this is that incScore will keep removing score even if it is negative.
Can someone make an event that can check if your points are negative, and then have two new conditions (onScorePositive and onScoreNegative) for events?

For example, using MoneyMod (mngScore means manage score):

0 - onActivate > Client > mngScore [-1000] [1,2] (Here the first box is the amount of score to add or remove, and the second box is which events to affect)
1 - onScorePositive > Self > MM_addMoney [500]
2 - onScoreNegative > Client > ChatMessage [<color:ffffff>You don't have enough points.]

22

not actually official so dont tell ea
also yes i know blockland's actual logo doesn't use a gradient but i'm too lazy to actually make that shine effect so live with this for now

discord
not anymore boys

what
this is a server based/inspired on games from Need for Speed's golden age (underground 2, OG most wanted, carbon).

currently you can:

- buy a car (after i cheat in some money for you, you cant earn money yet)
- customize your car's CVS/VEH parts, wheels/tyres, and suspension
- drive your cars obviously on a tiny map
- race for a quarter mile (new!)

planned features:

- race and earn money from races (racing has been implemented basically!)
- a GUI instead of garages (probably not but maybe if it gets big)
- more than 7 garages
- crew/group system
- big(ger) map
- cops
- some way to save what garage a player was in before they left the game (currently they are individual slayer teams, but don't save when you leave and rejoin iirc)

why
there don't seem to be any real driving servers that exist right now and twice i've tried to fill that gap with realistic track racing but it's never worked out.
this more arcadey and nostalgic approach should help appeal to a wider audience and hopefully it'll get off the ground this time.

contributors
me (Sideswipe) (45857) (eventing, building, administration)
toille07 (39151) (building)

car list (31 cars)
Tier 1 (13 cars) - Brent Aero, Dalton Clover, Torino Euro Turbo, Brent Cronus, Volks Club GTI, Dalton Miami, Dalton Capital, Dalton Buggy, Nakata Hydric, Block Bochum, Nakata 86, Shinozaki Spirit, Nakata Venom, Torino Citi
Tier 2 (9 cars) - Aurore Lozere, Dalton Evasion, Dalton Dominator, Brent Cronus Drift, Nakata Hydric Drift, Rampanti Hyperion, Aurore Veloce, Nakata Venom Drift, Dalton Shark
Tier 3 (5 cars) - Boston Bullrout Drag, Rampanti Hyperion SV, Aurore Veloce RS, Fierra Rosso, Fierra Impavido
Classic (2 cars) - Boston SEMI Bullrout, Dalton Lowrider
SUV (3 cars) - Bengs Gunloader, Dalton Rodeo (SUV), Dalton Rodeo (Pickup)

planned cars, all unreleased right now:

- (Unknown Toyota-ish brand, old version is NHM) Reaper (when it gets remade)
- Dalton Avenger
- New Trackmania cars
- Rampanti Hyperion
- Puma GTB? (it's a real car so it may not be added)

planned cop system:

first of all you need to have helped with the server to be a cop (administrator, builder, eventer, whatever)
there are 5 cop garages, and cops have a couple cop cars to choose from (all free) which have the same performance as racer cars
currently idk how to make a busted system like in nfs but it'll work like in most nfs games (if you get cornered by cops you are "busted")
cops have to have initiated a chase with a player to actually start chasing them
this will probably be a really simple addon that chats to the mingame "(cop)" is now in a police chase with (victim)." when the cop does /doChase (victim) and chat to the minigame "(cop) has lost (victim)." when the cop does /endChase. it'll also chat to the minigame "(cop) has caught (victim)!" when the victim is busted. when a racer is busted they return to their garage.
my other choice instead of a busted system i might use is just giving cops a gun and letting them try to kill the racer with the gun which will take them back to their garage, but the racer will lose all their money
there are also safehouses around the map that cops are not allowed to enter and will keep racers safe from cops, but you cannot buy cars in a safehouse
you are also 100% safe in your garage

please if you have any hope for this at least give some ideas or help out because this is probably my best server idea yet and is way more easy to do than BVRC or BRL

join the server if you want to help, should be online mostly every day but maybe not on weekends, the minigame is disabled so you can't operate the vehicle spawners right now, i want to focus on map building


right now the server is offline

there is no schedule

server name is Sideswipe's NFS:BL [WIP]

24
Gallery / garage thing for my NFS server
« on: November 13, 2017, 10:23:06 PM »
woo i did it

coming soon to a blockland server near you

edit: I should really find a faster way to do this...

25
Suggestions & Requests / onMusicLoop event?
« on: November 13, 2017, 08:37:00 PM »
Please, could someone make an onMusicLoop event? For example...

onActivate > Client > setMusic > musicA
onMusicLoop > Client > setMusic  > musicB

So now if musicA reaches its end and loops, instead of looping it'll switch to musicB.

Please, again?

26
/title
They seem to do the same thing, so why is there two of them?

27
Music will be playing as long as you are on the server. The music will be client-side and I will use zonebricks to make your garage play chiller songs (ie Riders on the Storm) and have more upbeat songs (ie You'll Be Under My Wheels) play while driving. The only question is - which NFS game's OST should be the one that plays on the server?

28
I've attempted to FWD-ize the Citi MK2 which is (very unrealistically) AWD by default by adding this into the .cs file (stuff in bold was what I added)
What's wrong here?

Quote from: CitiMK2.cs
datablock WheeledVehicleData(CitiMk2Vehicle)
{
   isCustom=1;
   type="CitiMk2";
   uiName = "Citi Mk2";
   
   shapeFile = "./CitiMk2.dts";
   category = "Vehicles";
   displayName = " ";
   emap = true;
   minMountDist = 3;
   
   numMountPoints = 4;
   mountThread[0] = "sit";
   mountThread[1] = "sit";
   mountThread[2] = "sit";
   mountThread[3] = "sit";

   maxDamage = 200.00;
   destroyedLevel = 200.00;
   energyPerDamagePoint = 160;
   speedDamageScale = 1.04;
   collDamageThresholdVel = 20.0;
   collDamageMultiplier   = 0.02;

   massCenter = "0 0 0.6";
   //massBox = "2 5 1";

   maxSteeringAngle = 0.7;  // Maximum steering

angle, should match animation
   integration = 4;           // Force integration

time: TickSec/Rate
   //tireEmitter = VehicleTireEmitter; // All the

tires use the same dust emitter

   // 3rd person camera settings
   cameraRoll = false;         // Roll the camera

with the vehicle
   cameraMaxDist = 8.5;         // Far distance from

vehicle
   cameraOffset = 3.4;        // Vertical offset from

camera mount point
   cameraLag = 0.0;           // Velocity lag of

camera
   cameraDecay = 0.75;        // Decay per sec. rate

of velocity lag
   cameraTilt = 0.2;
   collisionTol = 0.1;        // Collision distance

tolerance
   contactTol = 0.1;

   useEyePoint = false;   

   defaultTire   = CitiMk2Tire;
   defaultSpring   = CitiMk2Spring;
   flatTire   = jeepFlatTire;
   flatSpring   = jeepFlatSpring;

   numWheels = 4;

   // Rigid Body
   mass = 200;
   density = 5.0;
   drag = 4.5;
   bodyFriction = 0.6;
   bodyRestitution = 0.6;
   minImpactSpeed = 10;        // Impacts over this

invoke the script callback
   softImpactSpeed = 10;       // Play SoftImpact

Sound
   hardImpactSpeed = 15;      // Play HardImpact

Sound
   groundImpactMinSpeed    = 10.0;


   // Engine
   engineTorque = 2400;   //teneksi   3000;

//4000;       // Engine power
   engineBrake = 600;   //teneksi   700;       

  // Braking when throttle is 0
   brakeTorque = 2000;   //teneksi   3200;     

  // When brakes are applied
   maxWheelSpeed = 37;   //teneksi   42;       

// Engine scale by current speed / max speed

   rollForce      = 900;
   yawForce      = 600;
   pitchForce      = 1000;
   rotationalDrag      = 0;

   // Advanced Steering
     steeringAutoReturn = true;
     steeringAutoReturnRate = 1;
     steeringAutoReturnMaxSpeed = 10;
    steeringUseStrafeSteering = true;
    steeringStrafeSteeringRate = 0.08;
   
   // Energy
   maxEnergy = 100;
   jetForce = 3000;
   minJetEnergy = 30;
   jetEnergyDrain = 2;

   splash = jeepSplash;
   splashVelocity = 4.0;
   splashAngle = 67.0;
   splashFreqMod = 300.0;
   splashVelEpsilon = 0.60;
   bubbleEmitTime = 1.4;
   splashEmitter[0] = VehicleFoamDropletsEmitter;
   splashEmitter[1] = VehicleFoamEmitter;
   splashEmitter[2] = VehicleBubbleEmitter;
   mediumSplashSoundVelocity = 10.0;   
   hardSplashSoundVelocity = 20.0;   
   exitSplashSoundVelocity = 5.0;
      
   //mediumSplashSound = "";
   //hardSplashSound = "";
   //exitSplashSound = "";
   
   // Sounds
   //   jetSound = ScoutThrustSound;
   //engineSound = idleSound;
   //squealSound = skidSound;
   softImpactSound = SlowImpactSound;
   hardImpactSound = FastImpactSound;
   //wheelImpactSound = slowImpactSound;

   //   explosion = VehicleExplosion;
   justcollided = 0;
   rideable = true;
      lookUpLimit = 0.50;
      lookDownLimit = 0.50;

   paintable = true;
   
   damageEmitter[0] = VehicleBurnEmitter;
   damageEmitterOffset[0] = "0.0 0.0 0.0 ";
   damageLevelTolerance[0] = 0.99;

   damageEmitter[1] = VehicleBurnEmitter;
   damageEmitterOffset[1] = "0.0 0.0 0.0 ";
   damageLevelTolerance[1] = 1.0;

   handsOnVehicle = 1;

   numDmgEmitterAreas = 1;


   initialExplosionProjectile =

CitiMk2ExplosionProjectile;
   initialExplosionOffset = 0;         //offset only uses

a z value for now

   burnTime = 4000;

   finalExplosionProjectile =

CitiMk2FinalExplosionProjecti le;
   finalExplosionOffset = 0.5;          //offset only uses

a z value for now


   minRunOverSpeed    = 2;   //how fast you need to be

going to run someone over (do damage)
   runOverDamageScale = 5;   //when you run over someone,

speed * runoverdamagescale = damage amt
   runOverPushScale   = 1.2; //how hard a person you're

running over gets pushed
};
Garage_AddParts("add-ons/Vehicle_CitiMk2/CitiMk2.txt");

function CitiMk2Vehicle::onAdd(%this,%obj)
{
   Parent::onAdd(%this,%obj);
   %obj.playthread(0,"propslow");
 %obj.hideNode(lhand);
 %obj.hideNode(rhand);
 %obj.hideNode(lhook);
 %obj.hideNode(rhook);
 %obj.setWheelPowered(0, true );
 %obj.setWheelPowered(1, true );
 %obj.setWheelPowered(2, false );   
 %obj.setWheelPowered(3, false );

 %obj.schedule(0,garageDefault);
}

Why doesn't this work? Is there anything missing?

29
Modification Help / Addon not showing up, nothing missing?
« on: November 10, 2017, 11:10:15 PM »
This add-on doesn't seem to be missing anything important, but Blockland refuses to show it in the add-on selector.

Can someone who knows a little more about addons than I try and find anything wrong with it? (This link downloads the add-on)

30
Suggestions & Requests / Spawn vehicle without using a spawner
« on: November 10, 2017, 08:49:14 PM »
I know it is possible to spawn a vehicle without using a spawner brick, but I need this as an event because I want to make a vehicle-buying system.
Can someone please make one? I don't know a lick of torquescript.

Pages: 1 [2] 3 4 5 6 7 ... 10