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Topics - BloxersPost

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16
Add-Ons / Client_MouseFix - 'Bricktronic's Mouse Driver'
« on: August 04, 2016, 12:52:28 AM »
Recently, I ran into an issue with a new gaming mouse (Razer Orochi) where the player would continue turning the direction I last turned, and wouldn't stop until I moved it again. If you're having this issue, this fix may get rid of that problem. I coded this specifically for this major gameplay-hendering issue. This will only work in-game, not the menu or the pause menu!

I know there's a difference between code and a driver. It's just a name.

Explanation Video

Download

If this doesn't fix the issue, PM me and tell me what's happening.

Before downloading this mod, try Kuande's comment's explanation. (Images in comments) (Go to your Blockland base folder, select and right click Blockland.exe, go to the Compatibility tab, and check "Disable display scaling on high DPI settings". Keep in mind, that if you own a larger TV that you're playing Blockland on, doing so may make text hard to read. If so, you might as well get my fix.

17
So I'm having an issue creating a simple raindrop projectile, due to this particle issue here. What's going on here is I'm trying to have the projectileemitter not spawn multiple instances of the image, and instead just have one and stick with it as it lags since the image has alpha and Blockland's alpha blending is so slow it's ridiculous.

Basically I just need to know how to make this code ONLY spawn ONE instance of the image for the projectile to use all the way through. This is being used as the particleEmitter of the projectile:

Code: [Select]
datablock ParticleData(WMRainTrailParticle)
 {
   dragCoefficient      = 0;
   gravityCoefficient   = 0.777;
   inheritedVelFactor   = 1.0;
   constantAcceleration = 0.0;
   textureName          = "./Data/Images/Raindrop.png";
   spinSpeed   = 0.0;
   spinRandomMin = 0.0;
   spinRandomMax = 0.0;
   colors[0]     = "0.2 0.2 0.4 0.5";
   colors[1]     = "0.2 0.2 0.4 0.5";
   colors[2]     = "0.2 0.2 0.4 0.5";

   sizes[0]      = 0.2;
   sizes[1]      = 0.2;
   sizes[2]      = 0.2;

   times[0] = 0.0;
   times[1] = 0.5;
   times[2] = 1.0;

   useInvAlpha = false;
};
datablock ParticleEmitterData(WMRainTrailEmitter)
{
   periodVarianceMS = 1;
   ejectionVelocity = 0.25;
   velocityVariance = 0.0;
   ejectionOffset   = 0;
   thetaMin         = 0;
   thetaMax         = 0;
   phiReferenceVel  = 0;
   phiVariance      = 0;
   overrideAdvance = true;
   particles = "WMRainTrailParticle";

   useEmitterColors = true;

   uiName = "Raindrop Trail";
};

Thanks :)

18
Add-Ons / Accidental double post, sorry
« on: June 15, 2016, 06:22:05 PM »
Oops....

19
Add-Ons / FireMod - [Now On Blockland Glass!]
« on: June 15, 2016, 06:16:17 PM »
I've decided to force myself to gather the motivation to work on this project some more based on the very polite responses and excited moods this mod is receiving, so here you go.

Since I'm not quite done updating this Add-On, you should probably (if you haven't already) get Blockland Glass. It will automatically update the mod for you.

-Features-
  • Spreading fire
  • WaterGun for extinguishing
  • FireGun for setting fires
  • Sound toggle
  • Damage toggle
  • Weapons toggle
  • Smoke toggle
  • Visual toggle
  • Physics toggle
  • Permission toggle
  • Compatible with colorsets that have red/orange and some grays (almost if not all)

-Updates since release-
    • Damaging fixed
    • Less laggy damaging system (rewrote)
    • Better drying of bricks
    • Fixed SuperAdmin commands
    • Improved watering of bricks

New link! Get it on Blockland Glass at http://test.blocklandglass.com/addons/addon.php?id=351

/togglefm - toggles FireMod
/togglefmchar - toggles charring of bricks
/togglefmdamage - toggles damaging of players
/togglefmphysics - toggles physics of destroyed bricks/structures
/togglefmsound - toggles the burning and destruction sounds
/togglefmbypass (name) - toggles FireMod privileges of the input player so they may use the mod
/togglefmvisuals - cycles from 0-2 from emitters + glow, emitters only, and glow only.
/togglefmweapons - toggles FireMod weapons so other players cant destroy/put out everything
/togglefmbypass name - will give the specified player permissions to do /sparkfire
/sparkfire - Super Admins/players with permission can spark fires while looking at a brick

Image: http://imgur.com/IDaaMn6

Previous gallery post (VIDEO): https://forum.blockland.us/index.php?topic=295519.0

Baseplates and larger bricks placed on the ground don't catch on fire. The reasoning to this is so larger structures don't alll just fall down at once.[/list]

20
Drama / Ki threatening to ddos after begging for Admin.
« on: June 01, 2016, 06:21:26 PM »
So I was chilling with a friend whilst working on a project, and Ki shows up begging for admin, even after I had declined his request. I ended up banning him, after he had threatened to ddos. I still haven't been hit off, and it's been around 10 mins.

http://imgur.com/F3JKlfL
http://imgur.com/LApbo9x
http://imgur.com/BOrKRz0
http://imgur.com/UgqL4P0

21
General Discussion / 4/20 project?
« on: April 20, 2016, 11:57:01 AM »
I've been very busy lately, but it doesn't mean i can't work on a small project, now does it? Haha, anyway I'm just wondering how many of you would like me to make a blunt for Blockland..? I started listening to Wiz Khalifa and randomly modeled a blunt-like object in Blender 3D. I might learn to joint in Blender if enough people want this to happen.

Images
http://imgur.com/TyItV28
http://imgur.com/mRd9gzy

If I make this, it will be an item, not a brick.

22
Modification Help / Typemask for bots? [Solved]
« on: April 03, 2016, 11:29:41 PM »
Aye, I'm doing a radius search to apply damage to different types, I've got player and vehicle down, but is there a typemask specifically for bots or one that detects them as well? Thanks!

23
Modification Help / Checking if client is host? [Solved]
« on: April 03, 2016, 06:27:40 PM »
How would I check if a client is the host?

25
April Fools 2016 / Updating rotation of static shapes? [SOLVED]
« on: April 01, 2016, 03:33:35 PM »
How could I update the rotation of a static shape? Thanks!

26
Modification Help / How to hide %object.Plant() console errors?
« on: March 20, 2016, 11:41:05 PM »
So I'm trying to get whether a brick is floating with %object.Plant();, and that part works, but it spams the console with "fxDTSBrick::InsertIntoTree - Brick has already been inserted"... Is there a way to not call the function and return what I need or is this unavoidable?

27
I need straight forward replies. I don't really understand how the radius search crap works in the first place. I just need to know how to detect the type of object in the radius, and how to call different commands if that object is a certain type.

This topic is now solved. Thank you all so much!!

 :cookie:

28
Modification Help / Please remove
« on: February 26, 2016, 05:48:52 AM »
Delete..

User was banned for this post

29
Modification Help / Getting whether client is crouching or not? - SOLVED
« on: February 25, 2016, 03:38:14 PM »
How do I detect if my client is crouching or not on another server?

30
Modification Help / Turning a string into a variable?
« on: February 24, 2016, 06:29:24 AM »
How could I turn a string into a variable? I'm stuck here...

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