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Topics - BlockAlpha

Pages: 1 [2] 3
16
Suggestions & Requests / When a player is caught by a shark/T Rex
« on: August 18, 2016, 07:52:05 AM »
Edited
When a player is caught by a shark/T Rex, the player can't use his weapon and can only wave his hands.
 Is it possible to let the player shoot/use his weapon while he's caught?

Code: [Select]
function SharkHoleBot::onBotCollision( %this, %obj, %col, %normal, %speed )
{
if( %obj.isDisabled() )
return;

%canDamage = miniGameCanDamage(%obj,%col);

if( isObject(%obj.hEating) || %obj.getMountedObject( 0 ) || %col.isDisabled() || %canDamage == 0 || %canDamage == -1 ) // !checkHoleBotTeams(%obj,%col) ||
return;

//Check if we can attack, then check if it's a minifig, then eat him//%col.isHoleBot &&
%oScale = getWord(%obj.getScale(),0);
%cScale = getWord(%col.getScale(),0);
// if( (!getRandom(0,1)|| %obj.hIsGreatWhite) && %obj.getState() !$= "Dead" && checkHoleBotTeams(%obj,%col) && !isObject(%obj.hEating) && %col.getState() !$= "Dead" && miniGameCanDamage(%obj,%col) == 1)

// if we collide with a vehicle then eject the player
// this may cause some funky things, but it should be entertaining
%wasEjected = 0;

// %checkTeam = checkHoleBotTeams(%obj,%col);

if( %col.getMountedObjectCount() && ( !getRandom( 0, 2 ) || %obj.hIsGreatWhite || ( %col.getType() & $TypeMasks::VehicleObjectType ) ) )
{
if( %col.hIsShark && %col.getMountedObject( 0 ).hIsShark )
return;

%col = %col.ejectRandomPlayer();
%wasEjected = 1;

if( %col.client )
%col.client.setControlObject( %col );
}

%checkTeam = checkHoleBotTeams(%obj,%col);

if( ( !getRandom(0,2)|| %obj.hIsGreatWhite || %wasEjected ) && %checkTeam )
{
if(  %oScale+0.5 >= %cScale && %col.getDataBlock().shapeFile $= "base/data/shapes/player/m.dts")
{
if(%col.getClassName() $= "Player" && %col.client)
{
%col.client.camera.setOrbitMode(%obj, %obj.getTransform(), 0, 10, 0, 1);
%col.client.setControlObject(%col.client.camera);
//hSpazzClick(%col,0,1);
}
%obj.stopHoleLoop();
%obj.hRunAwayFromPlayer(%col);
// %obj.setImageTrigger(3,1);
%obj.setCrouching(1);
%obj.mountObject(%col,2);

%obj.hIgnore = %col;
%obj.hEating = %col;
%obj.hLastEatTime = getSimTime();

// temporarily set the shark to invulnerable when he eats someone to avoid getting
%obj.invulnerable = true;
schedule( 200, %obj, eval, %obj @ ".invulnerable = false;" );

%obj.hSharkEatDelay = scheduleNoQuota(5000,0,holeSharkKill,%obj,%col);
return;

17
Suggestions & Requests / Set a colored name above a bot
« on: May 20, 2016, 03:15:22 AM »
I'm looking for a code/event that adds to a bot a colored name obove his head.
If it doesn't made yet, could someone make this code?

18
Modification Help / Coding Help
« on: November 24, 2015, 05:32:52 PM »
Code: [Select]
if($secondPack[%client.secondPack] !$= "epauletsRankA")
%client.player.HideNode("epauletsRank");
I want this code to work with 3 more "epauletsRankX"
Like:
Code: [Select]
if($secondPack[%client.secondPack] !$= "epauletsRankA")
%client.player.HideNode("epauletsRank");
if($secondPack[%client.secondPack] !$= "epauletsRankB")
%client.player.HideNode("epauletsRank");
if($secondPack[%client.secondPack] !$= "epauletsRankC")
%client.player.HideNode("epauletsRank");
if($secondPack[%client.secondPack] !$= "epauletsRankD")
%client.player.HideNode("epauletsRank");
But I want the code to be shorter like it will say if($secondPack[%client.secondPack] !$= "epauletsRankA") or "epauletsRankB" or "epauletsRankC" or "epauletsRankD"
then

%client.player.HideNode("epauletsRank");

Does it possible to short this?

19
When press slot 0 (left click) he won't attack/activate at all.
Allso I understand that none knows how to fix the bug that when  You press (left click) slot 0 for activating something it doesn't work but only when you leaving the finger from pressing the left click, it activate.
Can you give me a simple code for my request?

20

Maybe I'm using the ifl files wrong.. they just turn invisble,
and they are exist! SEE:

Does anyone knows how to solve this, maybe this bug is known, and not actually related to the ifl texture..

21
Modification Help / Trigger that will be activated instantly
« on: July 18, 2015, 05:16:12 PM »
By pressing slot 0 (Left click in mouse) the faster player will stop sprint and setDataBlock to slower player, my problem is that when I pressing left click, the trigger doesn't activate instantly, just only when I stop pressing on the left click in mouse it activate..
Here's the package
Code: [Select]
package Stoprunning
{
function Armor::onTrigger(%data,%player,%slot,%io)
{
if(%slot == 0)
{
        if(!%player.checking)
        if(%io && %data.getName() $= "BlockSoldierArmor")
        %player.setDataBlock(BlockSoldierArmor);
        else if(!%io && %data.getName() $= "BlockSoldierSArmor")
        %player.setDataBlock(BlockSoldierArmor);

        if(%io && %data.getName() $= "PlayerSprintArmor")
        %player.setDataBlock(BlockSoldierArmor);
         else if(!%io && %data.getName() $= "PlayerSprintingArmor")
        %player.setDataBlock(BlockSoldierArmor);
}
Parent::onTrigger(%data,%player,%slot,%io);
}
};

activatePackage(Stoprunning);

Need to know what should I change for let it work..

22
Modification Help / Bug when changing player datablock.
« on: July 17, 2015, 04:26:17 AM »
When my player using a weapon with hands in model (he's hands disappear) , and then I change datablock, the hands show up. is there a way to not let it happen? I don't want to edit all the weapons which using hands in model.. only the player type..

23
Topic^

24
There is a cs file, his name is "server", and like
Code: [Select]
%errorA = ForceRequiredAddOn("Face_IPO");
%errorA = ForceRequiredAddOn("Decal_Crazyswar");
%errorA = ForceRequiredAddOn("Decal_Hoodie");
//if(%errorA == $Error::AddOn_Disabled)
if(%errorA == $Error::AddOn_NotFound)
   error("ERROR: Gamemode_Zombie - required add-on Gamemode_Zombie not found");
else
How can I do that it will require any face or decal in my marked addons?

25
So after a long time of waiting patiently, I decided to public this:
                    
It's about time for a generation with a new style in blockland.
Those playertypes have realistic animations like in shooter games which contains the abilities of a shooter (like to kneel in his place and run faster).
The runnig is instead of crouching for who's downloading the running version
I uploaded today a new video with a character which using the crouching ability:
Download all the crouching version pack here
An old video for the running version:
Download all the running version pack here

Credit to $trinick for helping me making the running version.

Shooter abilities:
The crouching version doesn't have special abilities, but I'll see if I can add some.

Bugs:
"Sloppy geometry, too detailed, don't have the brickshift animations..." - yet.
In the running version:
While crouching - It's a little buggy to replace weapons
Akibo guns won't work well when you sprint.

Characters:

                           
                                                                                                      From BattleField 3

Dave (Support)
Health = 145
 Mass = 100  
 Forward Speed = 8   
 Side Speed = 8   
 Backward Speed = 7        
 Forward Run Speed = 11.1   
 
 
                    
Download:
Crouching v
http://www.mediafire.com/download/1r2sgxzkxz58ywl/Bot_BlockSoldierDave.zip
Running v
http://www.mediafire.com/download/g0yz24062i1qqgk/Bot_BlockArmyS.zip

                     
John (Engineer)
Health = 130
 Mass = 100    
 Forward Speed = 8.4   
 Side Speed = 8.4   
 Backward Speed = 7.4    
 Forward Run Speed = 11.6
 
 

Download:
Crouching v
http://www.mediafire.com/download/aklmqm86i71r0z9/Bot_BlockSoldierJohn.zip
Running v
http://www.mediafire.com/download/16he9ox3dhmwtkx/Bot_BlockArmyE.zip

Eric (Assault)
Health = 150
 Mass = 105
 Forward Speed = 7.8   
 Side Speed = 7.8   
 Backward Speed = 6.8 
 Forward Run Speed = 11


Download:
Crouching v
http://www.mediafire.com/download/qovfbqi72qv46xn/Bot_BlockSoldierEric.zip
Running v
http://www.mediafire.com/download/d5bulwv0lu8ihf9/Bot_BlockArmyA.zip

Clide (Recon)
Health = 120
 Mass = 95
 Forward Speed = 8.8   
 Side Speed = 8.8   
 Backward Speed = 7.8 
 Forward Run Speed = 12.4
 


Download:
Crouching v
http://www.mediafire.com/download/f333zbcfgrg3anh/Bot_BlockSoldierClide.zip
Running v
http://www.mediafire.com/download/hrq3h1c2bc3ofcx/Bot_BlockArmyR.zip

               
                                                 From suggetions

Olivia
Health = 110
 Mass = 90
 Forward Speed = 9.3   
 Side Speed = 9   
 Backward Speed = 8 
 Forward Run Speed = 12.7


Download:
Crouching v
http://www.mediafire.com/download/wsrwaok6o5u4eoe/Bot_BlockSoldierOlivia.zip
Running v
http://www.mediafire.com/download/9687puy3ri7ulvx/Bot_BlockAlphaO.zip

Wallace
Health = 160
 Mass = 110
 Forward Speed = 7.7  
 Side Speed = 7.7  
 Backward Speed = 6.7 
 Forward Run Speed = 10.4


Download:
Crouching v
http://www.mediafire.com/download/v6l5vpaz259tk9i/Bot_BlockSoldierWallace.zip
Running v
http://www.mediafire.com/download/zewl10s3xg4oyxl/Bot_BlockAlphaW.zip

Steven (Metrocop)
Health = 140
 Mass = 100
 Forward Speed = 8.2   
 Side Speed = 8.2   
 Backward Speed = 7 
 Forward Run Speed = 11.2


Download:
Crouching v
http://www.mediafire.com/download/5brz4wtknn9ce9q/Bot_BlockSoldierSteven.zip
Running v
https://www.mediafire.com/?odk4oexwapa6wy9

Andre (Riot cop)
Health = 150
 Mass = 100
 Forward Speed = 7.9   
 Side Speed = 7.9  
 Backward Speed = 7   
 Forward Run Speed = 11


Download:
Crouching v
http://www.mediafire.com/download/6m48wqt4mbpzt52/Bot_BlockSoldierAndre.zip
Running v
http://www.mediafire.com/download/a2ohbo9wo625d3d/Bot_BlockAlphaR.zip

Others

Master Chief
Health = 150
 Mass = 100
 Forward Speed = 8   
 Side Speed = 8   
 Backward Speed = 7 
 Forward Run Speed = 11


Download:
Crouching v
http://www.mediafire.com/download/wizae0u1rucdapf/Bot_BlockSoldierMChief.zip
Running v
Those are two kinds of Masterchiefs which spell different. MasterChief and MasterCheif.
With hands when using weapons:
http://www.mediafire.com/download/81qbz4td0uqr05g/Bot_BlockMasterChief.zip
Without hands when using weapons:
http://www.mediafire.com/download/l1ts8wwz8hgkkv8/Bot_BlockMasterCheif.zip
This kind of playertype hiding his hands when he's grabbing a weapon, this for weapons which using hands in model..

Use this Weapon set http://forum.blockland.us/index.php?topic=243643.0

Elite
Health = 200
 Mass = 100
 Forward Speed = 9   
 Side Speed = 9   
 Backward Speed = 7 


Download:
Crouching v
http://www.mediafire.com/download/exyn6lhk0uiko0d/Bot_BlockSoldierElite.zip

Nick (Special Force)
Health = 155
 Mass = 103  
 Forward Speed = 7.9   
 Side Speed = 7.9   
 Backward Speed = 6.8      
 Forward Run Speed = 10.85


Download:
Crouching v
http://www.mediafire.com/download/ng3u19ccdlkjsj2/Bot_BlockSoldierNick.zip
Running v
http://www.mediafire.com/download/1w178gwi1o3ovqc/Bot_BlockNickO.zip

Hassan (Terrorist)
Health = 130
 Mass = 97
 Forward Speed = 8.5   
 Side Speed = 8.5   
 Backward Speed = 7.5   
 Forward Run Speed = 11.7
 
     

Download:
Crouching v
http://www.mediafire.com/download/n89cecux86d6eo7/Bot_BlockSoldierHassan.zip
Running v
http://www.mediafire.com/download/07kc2j57nnbxpo3/Bot_BlockHassanS.zip


26
Modification Help / Playertype crouching abilities 2
« on: December 06, 2014, 10:27:20 AM »
I want to do the crouching to be limited after two seconds.
After 2 seconds of crouching, the player will stand/ return to compliance.
Does it possible and how? sorry for my bad Englsh

27
I need this for my player type shooter
When the player will press the jet button, he will do sprint forward and he will lose energy with animation of Am_activate2

If someone can help me by giving me a code for the option I will release the player type. please help.
I suck at scripting, I tried to put a code from Gamemode_Zapt, but it didn't work:
Code: [Select]
function BlockRiotPHoleBot::Special(%this, %obj)
{
%energy = %obj.getEnergyLevel();

if(%energy >= 15)
{
%mount = %obj.getObjectMount();

if(!isObject(%mount))
{
%start = %obj.getPosition();
%end = vectorSub(%start, "0 0 1");
%masks = ($TypeMasks::FxBrickObjectType | $TypeMasks::PlayerObjectType | $TypeMasks::StaticObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::VehicleObjectType);

%ground = getWord(containerRayCast(%start, %end, %masks, %obj), 0);

if(isObject(%ground))
{
%aimVec = %obj.zombieAimVec();
%obj.setVelocity(vectorScale(%aimVec, 18));

%obj.setEnergyLevel(%energy - 15);
%obj.playThread(2, "jump");

return true;
}
}
else if(%energy >= 50)
{
%start = %mount.getPosition();
%end = vectorSub(%start, "0 0 1");
%masks = ($TypeMasks::FxBrickObjectType | $TypeMasks::PlayerObjectType | $TypeMasks::StaticObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::VehicleObjectType);

%ground = getWord(containerRayCast(%start, %end, %masks, %obj), 0);

if(isObject(%ground))
{
%aimVec = %obj.zombieAimVec();
%mount.setVelocity(vectorScale(%aimVec, 12));

%obj.setEnergyLevel(%energy - 35);
%mount.playThread(2, "jump");

return true;
}
}
}

return false;
}

Sorry for bad English

28
Add-Ons / Bot_Brachiosaurus (Fixed bugs)+update
« on: November 19, 2014, 08:16:14 PM »

Fixed bugs:
From flatty to weld back legs
Smaller hit/collision/bounding box
Less shaking

Update:
New look
Slower walking animations
From 3000 health points to 1200
Running when is crouching
New tail swipe animation
New icon

29
Modification Help / playing animations by pressing a key on the keyboard
« on: November 15, 2014, 07:39:51 PM »
I'm making a new playertype which can do some special animations..
Does it possible to force the player to do some animation by pressing any key on the keyboard
(for example: the jet or light key will do the jump animation)
Can someone give me a code for the option? sorry for my bad english.

30
Add-Ons / Player model - Scream killer (+knife)
« on: October 23, 2014, 10:15:36 PM »
So I made some playermodel for halloween, hope you like it
Thanks to master king deaddude for the idea

Scream Killer

[Download]

Scream Killer knife
[Download]

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