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Messages - Amade

Pages: 1 ... 3 4 5 6 7 [8] 9 10 11 12 13 ... 215
106
Modification Help / Re: Reverie Fort Wars (Poll! Please vote!)
« on: July 06, 2015, 01:00:28 PM »
plz add GUI and HUD?
It already has a HUD. I am of the strong opinion that client mods should be an addition, not a requirement. The server will be fully playable without any need to download a client-sided mod or GUI, and if any such mod is made, it will be made after the planned server-sided components are finished.

uh

well the only thing a dagger would have going for it involves concealment and puncturing

range usually wins over anything
kinda the reason we have guns nowadays...

daggers / knives need an element of surprise to beat anything

mayb all regular wep mounts to the player's side when not for use, while the dagger does not

backstab dmg s kinda dumb...but works

mayb have a surprise attack

attacking within 5000ms of pulling your dagger out could bleed / cripple the target

or a rclick throw / knife play
I don't think it's entirely unreasonable to expect that players would be able to ambush each other, especially since followers of the Darkin religion can use magic to give themselves the appearance of other players or to turn themselves invisible.

107
Modification Help / Re: Funky Shirt
« on: July 05, 2015, 08:29:28 PM »
Thanks to a Blockland update, you can now only change your avatar once per second, and thus funky shirt will no longer work. It would still be possible to create a server-sided version.

108
Modification Help / Re: Reverie Fort Wars (Poll! Please vote!)
« on: July 05, 2015, 08:27:05 PM »
I think if you add daggers, they should do a lot more damage, but much less range than a sword. You could also make them much less expensive compared to swords, and that would make a bit more variety in combat.
The plan with daggers was that they would attack quickly and crit for double damage from behind, but would naturally have short range.

109
Help / Re: I keep getting an error relating to "Weapon_fist"
« on: July 05, 2015, 06:11:45 PM »
ugh why can't you edit in this board

My bad. Remove the file extensions, like so:

Find what: add-ons/Weapon_fist/CI_fist
Replace with: Add-Ons/GameMode_Rampage/CI_godzillaWeapon

110
Help / Re: I keep getting an error relating to "Weapon_fist"
« on: July 05, 2015, 06:11:14 PM »


Yes, it is in the server.cs of the instakill fist item.

I'll upload the server.cs
My bad. Remove the file extensions, like so:

Find what: add-ons/Weapon_fist/CI_fist.png
Replace with: Add-Ons/GameMode_Rampage/CI_godzillaWeapon.png

111
Modification Help / Re: Immersive first person (idea)
« on: July 05, 2015, 06:09:19 PM »
This belongs in suggestions and requests.

112
Thanks. Is this correct?  %vehicle.setVelocity(vectorAdd(%vehicle.getVelocity(),vectorScale(%vehicle.getForwardVector,25)));
Yes, it is.

113
Help / Re: I keep getting an error relating to "Weapon_fist"
« on: July 05, 2015, 12:55:08 PM »
Code: [Select]
Loading Add-On: Item_InstaKillFist (CRC:-1826570481)
Executing Add-Ons/Item_InstaKillFist/server.cs.
WARNING: AddDamageType() - fist file "add-ons/Weapon_fist/CI_fist.png" does not exist!
6 datablocks added.

This is the add-on causing the problem. Open its server.cs and use Edit -> Replace.

Find what: add-ons/Weapon_fist/CI_fist.png
Replace with: Add-Ons/GameMode_Rampage/CI_godzillaWeapon.png

Then save. That will fix the problem.

114
is there any disadvantage to just using addVelocity rather than setVelocity(vectorAdd(...getVelocity, ...))

i would think the former would be much more efficient character-wise and performance-wise but maybe i'm wrong?
Character-wise yes but any difference in performance would be negligibly in favor of setvelocity. Addvelocity is a shortcut intended for use with the events system and is implemented in torque.

115
Use vectorAdd(%vec1, %vec2) and vectorScale(%vec, %scale) with %vehicle.getVelocity(), %vehicle.getForwardVector(), and %vehicle.setVelocity(%vec).

116
Help / Re: I keep getting an error relating to "Weapon_fist"
« on: July 04, 2015, 10:17:08 PM »
got it
You need to start a server, not connect to one, in order to create a relevant console.log

117
General Discussion / Re: When was blockland best?
« on: July 04, 2015, 06:10:17 PM »
This year has probably been the most boring year server quality wise.
SvH is available on my mediafire, just sayin'

118
Modification Help / Re: Change brick ownership?
« on: July 04, 2015, 06:09:16 PM »
Change its brickgroup. It would probably be a good idea to also change its client and BL_ID.

119
Yes (x2 combo) (infamous 2 spoilers)

120
Modification Help / Re: Reverie Fort Wars
« on: July 04, 2015, 01:23:21 PM »
Bumping because I'd like to have some input on whether or not we should even bother with daggers

Just finished a few changes:
  • All melee weapon ranges have been reduced by 1.5 units. I was under the mistaken impression that the default sword, which I was using as a reference when setting other melee weapon ranges, had a range of 5, when it only has a range of about 3.1.
  • Obtaining a tool or weapon will now automatically equip it
  • You can now drop tools and weapons (will add dropping of other items soon)
  • Snowballs!
  • Bows and snowballs now display the type and remaining quantity of ammo being used
  • Fixed an error message when crafting if you didn't have enough of a material

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