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Messages - Shift Kitty

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5686
Modification Help / Re: Getting ID from ItemData name & array length?
« on: January 18, 2015, 04:27:25 PM »
Using many brick functions, like ::setEmitter, ::setItem, ::setLight, ::setVehicle, etc, do require IDs, and I'm not sure why.

But yeah nameToID or ::getID are what you're looking for.

5687
General Discussion / Re: Demo players to be allowed on servers?
« on: January 18, 2015, 04:23:19 PM »
It could be a free weekend thing.

5688
Add-Ons / Re: Speed Events, Sprint playertype
« on: January 18, 2015, 04:15:16 PM »
You also forgot water speeds.

5689
Add-Ons / Re: Event - PlayerSpeed
« on: January 16, 2015, 05:29:53 PM »
Well, seeing how there was no response, this was created.

Have fun without adjusting water speeds or having compatibility with other add-ons.

5690
Development / Re: 2015/01/16 - Blockland r1958
« on: January 16, 2015, 05:27:04 PM »
So this means that if i make this new pref a lower number, my server will be faster/use less memory? Of course, with the downside of a lower limit of ghostable things?
Uses less memory.

lame
But useful I guess.
Yeah how lame is that? Fixing the game and making it possible to have 30 players again without crashing. Come on Badspot it's been 3 days since the last update! Where's our super fun updates for joe?

5691
Development / Re: 2015/01/13 - Blockland r1956
« on: January 15, 2015, 12:50:44 PM »
Update gone wrong

Thank god for some of these updates tho.

I think this has been asked, well know, more than two hundred thousand times. But for God's sake, add the duplicator as a default Add-On. How hard could it be?
It's not hard at all. He obviously doesn't want it to be default. I can understand why.



Also, would you be able to add setRunForce, setJumpForce, and setMass as well?

5692
Development / Re: 2015/01/13 - Blockland r1956
« on: January 13, 2015, 08:39:55 PM »
Would it be possible to get one of these for jumpForce as well?
mass and runforce would be nice additions as well.

5693
Add-Ons / Re: Event - PlayerSpeed
« on: January 13, 2015, 07:14:22 PM »
I'm trying to think of a simple way to accomplish that
One way would be so that, for example:

    effective max forward speed = playertype speed * getForwardSpeedFactor
    getForwardSpeedFactor = getSpeedFactor


One could then separately modify whatever is necessary
What extra factors would be included, though?
Having every combination of forward, backward and side for normal, crouch and underwater would get messy really quickly — perhaps only have scales for directions that apply to all states?
I hope someone else has an answer to this. I'm completely fine with just scaling everything at once, but some people want some things individually adjusted and I'm not sure how flexible they need it to be.

Like, what if someone wants it to be the states that get scaled rather than the directions? Like something that improves your swimming.

I'm sure there's a limit
Well, on this add-on specifically, the limit is x10.
But the game's normal limit still applies, considering there's been a limit to how fast a datablock could go anyways.

5694
Development / Re: 2015/01/13 - Blockland r1956
« on: January 13, 2015, 07:09:31 PM »
People end up not caring about Minecraft because every update ever brakes nearly every mod possible.  Maybe if I could keep the same ones without slow and tedious manual updating that requires trial and error and not even a guarantee that they'll work.  Most of the content came from the people, yet every update just ruins that.  That's why I am not going to update my copy anytime soon.
Haha. Wow. You're comparing a game with official modding support that has a simple "make the thing and the game does the rest of the work" system, to another game that has no official modding support that has a "you gotta make the thing, hardcode the id which will get overwritten by default content, and make it work in every possible way" system.

Updates very rarely break add-ons for blockland, so don't use that as a point, please.

People get faithless pretty fast.  They are running into something to expect everything to be just sunshine and lollipops, but instead it's just a year long marathon.  It's like stepping into dog-stuff to expect it to be awesome, and then complain that 'it should smell better'.
Your brown townogies are terrible. You're implying that Blockland is dogstuff and that it smells horrible.

can i still use the anti-crash to catch speedhack users?
It never caught speedhack users in the first place? Besides, the blhack that was distributed is incompatible with the latest version.

5695
Add-Ons / Re: Event - PlayerSpeed
« on: January 13, 2015, 05:29:57 PM »
What about events that lets you set each individual max speed command rather than all of them at once?
http://forum.blockland.us/index.php?topic=273280.0 this would need to get updated in order to support that, because anything using that will screw with setting individual speeds, and vice versa.

5696
Add-Ons / Re: Event - PlayerSpeed
« on: January 13, 2015, 04:17:21 PM »
In case it doesn't already, I can recommend using Support_SpeedFactor.cs behind the scenes to be compatible with other simple speed multiplying add-ons. Just store the event specified scale factor on the player and multiply by it when packaging `getSpeedFactor`.
Working on this now.

Edit: There's an issue with this.
Player::setMax_Speed(%this,%list,%speed,%cl) only modifies one speed value, not all 9, thus being incompatible with the support script without modifying the core function. I'll just opt out of including that event for now.

Edit #2: Done.

5697
Add-Ons / Event - PlayerSpeed
« on: January 13, 2015, 03:35:37 PM »
With the latest update, speeds can be set per player.

This adds one output event:

Player > setSpeedMultiplier 0.0-10.0
This sets all the player's max speed values relative to the datablock's values.

[Dropbox]

Updated: Now includes Support_SpeedFactor.cs, removed the other event as it wouldn't work with the support script and no one would probably use it anyway.

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