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Topics - Tendon

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76
Add-Ons / setBotType Event Fix
« on: December 16, 2015, 05:19:27 PM »
Currently(r1983) the setBotType event stores and saves the bot type as an object ID.
If you change the load order, or the datablock count, then the object it is trying to find, has a different ID.
The updated object ID is not reflected in any saved bricks, so upon loading a save with the setBotType event, the event will break.
This "fix" stores the bot type as an object "Name".  Which should remain the same between loads.
However, this "fix" adds minimal lag when you add any event, or open the event dialog box, as it has to check for the setBotType event and change the data it is submitting.

If this problem is ever fixed by an addition to the default game, please remove this add-on.
This add-on will not be automatically updated if Bot_Hole is updated.  Eventually, it will break something.

Download:
Mediafire - http://www.mediafire.com/download/sdv47a858m0a3dd/Script_setBotTypeFix.zip
Dropbox - https://www.dropbox.com/s/1yb17eih3aul0dp/Script_setBotTypeFix.zip?dl=0

tldr; Sometimes the setBotType event doesn't load right.  This add-on fixes that.

77
Off Topic / Would you rather- nerf guns.
« on: December 16, 2015, 03:00:39 AM »
Would you rather have any one nerf gun with infinite ammo.  No reloading, never runs out of nerf darts.
Or would you rather have any nerf gun at any time.  Only 1 gun at a time.  But it DOES require ammo.

Infinite ammo does NOT mean infinite batteries or infinite battery power if you choose that type of gun.

The any gun gun comes with fully charged batteries(if required), but they disappear when the gun type changes.  So you could... I guess... use them to power your remote control for a while.

78
Add-Ons / Event_setTransform
« on: December 15, 2015, 07:45:54 PM »
Sets up the default setTransform function as an event for Players, Bots, and Vehicles.

There are two types, setTransformAA, which uses the default ingame Axis Angle rotation system.
And setTransformE, which uses the more conventional 3 point rotation system.

setTransformAA
Uses the game's coordinate, and rotation system.
[posx posy posz] [rotvecx rotvecy rotvecz] [rottheta]
You can use the admin command /gettransform on any object ingame to get these values.
If you aren't admin, trial and error is your best bet.
Rotation uses the axis angle formula.
You define a rotation axis using the first three numbers.
Then you define how much you want to rotate around that axis using the theta value.
Theta can be anywhere from 0 to 2pi.

setTransformE
Uses the game's coordinate system, and the conventional 3 point rotation system(x y z, in degrees. 90 is a right-angle turn).
[posx posy posz] [rotx roty rotz]
You can use the admin command /gettransform to get the first three values, but for the last three you are on your own.

Download:
Mediafire - http://www.mediafire.com/download/9ym2mrmq02n5wb2/Event_setTransform.zip
Dropbox - https://www.dropbox.com/s/hdb8267dtajggww/Event_setTransform.zip?dl=0

I suggested this event here.
jes00 and Zeblote gave me an example to follow, which I refined and expanded.

tldr; It's a difficult to use teleportation event that lets you assign rotation at the same time.

79
Gallery / Easy Stopwatch
« on: December 14, 2015, 05:39:08 PM »
I made a super easy to make stopwatch.
Check it out.




When the timer hits 60 seconds, it automatically ticks over 1 minute.
That's the important part.

S is start
P is pause/stop
C is clear

Upon reaching 100 minutes the timer will explode.  As it is the standard for Blockland timers.

80
Suggestions & Requests / setTransform Event
« on: December 14, 2015, 03:37:14 PM »
setTransform is a default function that lets you modify an objects position and rotation.
Why not make it usable in event form?

It would need to be usable on Vehicles, Players, and Bots.  I can't think of anything else in the default target list that it would work on.

81
Add these two events to the door:
[ x ] [ 0 ] onPlayerTouch -> Self-> cancelEvents
[ x ] [ 1000 ] onPlayerTouch -> Self -> door -> Close

It is important that the events are listed in that order.

Here is how it works.

The door is open.  A player steps inside of the door's bounding box(The space taken up by the door if it were just a box).
cancelEvents is triggered first
  • It does nothing, since there are no scheduled events to cancel.

door -> Close is triggered, with a delay of 1000 milliseconds.
  • This means that it is 'scheduled' to occur after 1 second.


After ~230 ms onPlayerTouch is triggered again.
cancelEvents is triggered first
  • All events scheduled by the brick are canceled, and will not occur.
  • This includes the door -> Close event we scheduled earlier.

door -> Close is triggered again, a with a delay of 1000 ms.
  • This means that it is once again 'scheduled' to occur after 1 second.


This behavior will repeat until the player steps away from the door.
At that point the door -> Close that was scheduled in the last iteration will be allowed to occur, since- it is no longer being canceled and restarted.

82
General Discussion / Tendon's Sandstorm Climb - Iteration 1&2
« on: November 07, 2015, 03:48:43 PM »
To my knowledge, Sandstorm Climb is a free-for-all game mode where players must build a structure to reach some object floating in the sky. However, a deadly sandstorm constantly besieges the planet, killing anyone who is outdoors.



Iteration 1
Status: Done

Here is a relatively recent picture of the final build.




The winners of this iteration are:
NameBLIDDistance
sidosido26296No data
Uki(RU)163419No data

With the win object at a height of 100.

Thanks to all of the wonderful people who helped:
PointsBLIDName
2384826296sidosido
1780912465Dglider
0814318701TheBlackParrot
0275319149Puppyguard
00865188963Pixel Hero
00747115452Zedomorph
00327102649Sir EpicCreeper
00184136923bublegum
00183109526Killer Turtle
00170163419Uki(RU)
00122174525CreeperKiller551
000778163511Denver22
0006542157Clearly Obvious



Iteration 2
Status: Done

Autosave was broken, so no picture this time. :<

The winners of this iteration are:
NameBLIDDistance
TheBlackParrot18701Invalid Data
UTAMIT BEAR182746Invalid Data
Dglider12465Invalid Data
sidosido26296Invalid Data
Pixel Hero188963Invalid Data

With the win object at a height of 100.

Thanks to all of the wonderful people who helped:
PointsBLIDName
3773926296sidosido
1114218701TheBlackParrot
960512465Dglider
1418182746UTAMIT BEAR
812188963Pixel Hero
5046392wicked witch



Updates:
   *Fixed autosaver/loader.
   *Fixed discoverwinner.cs
   *Reduced pickaxe-->Player damage.
   *Added Script_ClickPush



Iteration 3
Status: Running



The current hall of fame is:
PointsNameBL_IDIteration
23848sidosido262961
37739sidosido262962

To get into the hall of fame you must have the most points out of all of the people present at the time of winning.
I use this formula to calculate points per brick.
%brickvolume*(1+(%brickheight/100))
A 2x2 at a height of 50 would be worth 18 points.

83
Suggestions & Requests / Lightning Spell
« on: October 17, 2015, 10:04:53 PM »
A spell that summons lightning down from the sky, all wrath of god style.  Krakow!

85
Modification Help / Weird problem with large bricks.
« on: August 04, 2015, 01:47:57 AM »
   I made a maze generator.  And it generates mazes, n stuff.  I originally made it using some 24x maze bricks I made a while back, and it worked fine.  But I wanted to scale it up to use something larger.  SO i made a converter to turn it into maze bricks of the 64x cube style.
   The converter took forever to make and probably wouldn't have been worth it if I had only used it once.  Buuut Once I got it working and in the game, and generated the maze.  It took forever to load the maze in via save file.  And lagged like a bitch the entire time.  I'm talking 3-4 seconds between frames here.  Using the 24x bricks it lags some.  But not THAT much.
   Since I have a converter it takes only a few minutes to make a brickpack of a different size(that's 23 bricks w/brick collision all written up).  So I tried a few different sizes.  54x, 32x, 18x, 12x.  Only the 12x seems to work without any problems.  And it's still affected by this weird quirk:
   If I put a tiny gap between the bricks.  It'll load 8000 bricks in .68 seconds.  No matter the brick size.

   I don't get it.  I really don't.  Is it the brick collision?  Like, when I place 1 brick next to another is it spending a bunch of time calculating how many cells on it's side are covered?  Or is it just spending a bunch of time setting the inside of the brick as a place you can build?
   Or is it just ghosting?  Are the bricks so large they span multiple chunks, so it has to do multiple table lookups or-  I don't know.

I've run into this problem before when I tried to make a terrain generator using 64x terrain bricks.  The generator worked fine, but the loading- god.  You move a few bricks over and it'd take a good 2 seconds to load the next sliver of terrain.  Teleporting around the map didn't help much because you have to sit at the next point for a good half minute for it to load, and it wasn't consistent, so you couldn't make it automatic without wasting a bunch of time. :P

My best guess is that it's calculating the coverage area on the sides.  Taking into account that leaving a gap helps a ton.  It would make sense too, since for a 64x cube, thats (64*2.5)*64=10240 for each side and then 4096 for the top and the bottom leaving us with a grand total of 49152 cells to calculate per brick.  Which would explain 3-4 seconds between frames.

btw, when I talk about brick collision I'm talking about a brick's collision with other bricks.  Like how you can't place a 1x1 in a 2x2.  But you can place a 1x1 in that empty slot in that weird L shaped brick you can find near the 2x2 in the brick menu.

86
Add-Ons / Pumpkinate!
« on: July 13, 2015, 02:11:42 AM »
I made a mod, that turns all of the bricks into pumpkins.


Normal City


Pumpkin City


Halfway through being changed back.

Code: (description.txt) [Select]
Title: Pumpkinate
Author: Dglider
Everything must be pumpkins!
/pumpkinate time(inseconds) colorid(preferrably something orange)
Color ids start at 0 and move down the columns.

http://www.mediafire.com/download/xgn11zkkvqsvzd5/Script_pumpkinate.zip

The command is admin only, of course.

Alsooooo, Hostage and I were making a pumpkin cutting minigame.  And we needed an event to reset the pumpkin faces.  So we made one.

http://www.mediafire.com/download/33ihqmdgb4xftss/Event_resetPumpkinFace.zip

87
Off Topic / I doodled
« on: July 11, 2015, 12:15:32 AM »

:D

off to bed i go!

88
Add-Ons / Teamspeak "Talking" Mod
« on: July 07, 2015, 09:09:58 PM »
I took the Teamspeak Client for Blockland add-on and made one for servers.
It makes the Teamspeak logo appear above and behind your head when you're talking.

To get it working:
1. Download/Install TeamSpeak 3
2. Make sure the "ClientQuery" plugin for Teamspeak is enabled. (It's enabled by default.)
3. Join a teamspeak server. (Blockland.Teamspeak3.com is pretty good)
4. Change your Blockland LAN name to your Teamspeak name.
5. Start a Blockland server with this mod(Server_Teamspeak) enabled.
6. Join the Blockland server and wait until you have spawned.
7. Go into third person, and talk in the teamspeak channel.  An icon should appear above your head.

The icon should appear above anyone's head if:
A. They have their Blockland LAN name set to the same name as someone in the same Teamspeak Channel as the server.
and
B. The person they've set their name to is talking.

Pictures





The icon changes position slightly when you crouch, so it doesn't get in your way while sniping or whatnot.

Download: http://www.mediafire.com/download/g757cdzskt6qw1o/Server_Teamspeak.zip

Feel free to modify this however you like.  Just make sure to change the name to something else.  Something like Server_Teamspeak_[yourname] would work just fine.

89
Modification Help / Modifiable Player Speeds
« on: May 20, 2015, 01:55:25 PM »
Blockland was updated so that "player" objects could have their max speed updated ingame.

findclientbyname("NAME").player.setMaxForwardSpeed(40);

Has anyone made a mod that takes advantage of this yet?

90
Modification Help / randomweps.cs
« on: May 03, 2015, 09:05:49 PM »
I wanted to make a TDM more exciting.
So I made a script that gives each team a new set of weapons every round.
If you are not in a team, or are outside of a minigame, you get a new set of weapons every time you spawn.

exec("base/randomweps.cs");
use /dumpweapons
  goto Blockland/config/RandomWeps/chanceslist.txt to change each items "chance" of being chosen.
  by default all are set to 0.  so this script wont do anything.

Use InitRandomWeps();
(Or wait for someone to join.)

Congrats now everyone gets a few random items when they spawn.

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