Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - jackrobbman

Pages: 1 [2] 3
Suggestions & Requests / canmove event for bots
« on: October 05, 2016, 02:00:14 PM »
So I know what you're thinking, "Zack, just set their wander distance to zero! They won't move if you do that!" Well, the fact of the matter is that it does work. If it doesn't see an enemy. Let's say you want an enemy sniper and set it up so that the bot doesn't move from it's spot or it's spawn. At first, it actually won't move. But then start the minigame.

The very INSTANT that sucker see's you, all of your 'event'ing' goes STRAIGHT down the drain. The dude will start moving like an Overwatch character busting out of Mei's freeze. It will override your work and do the usual, strafe-ram a bot does when it's shooting you, not even adhering to the tooCloserange code in its cs file! 

Amade's bot events had this event, and I remember it working, even when the bot saw an enemy. They were limited, but the events were loyal if I remember correctly. So I've seen that it's possible.

We already have an event for bot's jumping, and it works great. All I'm asking is that someone create, or tell me HOW to create an event that stops them from moving, PERIOD. An event that MAKES them decide not to move, and just shoot at you. That's all I have ever wanted since the old bot events became completely obsolete and unusable. Is this not possible or something? Amade did it, so I'm just wondering why no one else has noticed this problem and asked for a solution.

And no, the cant-move playertype doesn't work. Not only is it buggy, but what if I want to use one of the awesome Shooter playertypes without changing the model and general abilities of the bot? We kinda need something like the Default bot, only it shoots at enemies. I've tinkered with the default bot's code to see if I can make that happen, but alas, I'm no programmer.

Help / Sounds not coming up in events
« on: August 26, 2016, 03:55:09 PM »
Before you guys say anything, know that I DID covert them all to wav files via audacity and I DID go to the cs file to make sure they had a datablock. I was trying to put some Overwatch sounds in Blockland via the TF2_Soldier sound pack. I've gotten many sound files to work that way, but for some reason, NONE of the Overwatch files I've put into it are working. They won't even come up in the events. I checked the file names to make sure there were no spaces, checked the cs file to make sure I hadn't missed a semi-colon or something, even checked to make sure I made them wav's, but they just won't work.

I compared them to files I have gotten to work and noticed that the Overwatch sounds were way larger byte-wise, so I thought, "Maybe they're just too high quality?", but some of the TF2 Soldier sounds were also high in bytes but worked fine. So that's not it. Also, for some reason, ONE of my Overwatch sounds appeared in the events in-game, but the sound won't play. I checked it's stats and noticed that it was one of the largest files out of the group. I compared it with other files and other than the size and hertz, it was no different. It just won't play.

So, I'm desperate. And confused. Why aren't these sounds working? Here, if you want, you can try one of the sounds yourself and see if YOU can get it to work. I'm gonna try one more test. I'll delete one of the sounds I KNOW works both in the file and the cs, and then re-implement it fully. Or I'll just take an original file that works and re-name it before implementing it again. One way or another, I'm getting these sounds to work. I've spent all day working on this. So please, help a brotha' out?

Help / Onminigamereset does not work anymore
« on: June 17, 2016, 01:33:25 AM »
I can remember using this event heavily in a build a few years ago. It worked fine. I was using it to reset items and events after the start-up of each minigame. Now when I try t use it, it won't work. Here's how I'm using it.

Onminigamereset > namedbrick (shield) > setraycasting > x

But when I start a new minigame and walk over to the brick to click it, my event'ed chat messages won't show up. When I check it's properties, the raycasting isn't ticked. Which means the event didn't go through for some reason.

I'm gonna try reinstalling the game to see if it's because of some usual. But if you guys know what's going on or have a better event that I can download, please let me know. I'd much appreciate it. Like a DOZEN of my builds depend on it.

Help / Setbottype will not work
« on: April 17, 2016, 03:14:21 AM »
I was told that setting a bot's type to none would make it disappear. Instantly I thought, "Hey, I could make a campaign with this! Maybe this is how thay one guy got Sector Z to work so well." So I did this as a test:

Onminigamespawn > namedbrick >(brick or bricks that bots spawn at) >setbottype > none

I did this so that the map wouldn't be filled with bots to lag it up at the beginning, hoping that they wouldn't spawn until I set an event trigger (like walking through a zone or stepping on a brick.)

But it doesn't work. Each time I start a minigame, the bot remains at its spawn, shooting at me. I've tried using the Onminigameroundstart, and Onminigamereset events, but I get the same result. Do these events just not work, or does the setbottype not work?

Please help, lots'o fun is on the line hea'!

Help / Client Side add-ons not working
« on: February 28, 2016, 03:51:07 AM »
 So I came home today and booted up Blockland. Strangely, I was running the demo version, even though I'd already bought it over ten years ago and put in the key on my new computer two months ago. So I put in my code and unlocked the full-version. I checked to make sure all my stuff was there and it was. But then I noticed that while in game, my event-favorites were gone. I then checked to see if the add-on box was ticked, but it was gone. Poof. It's in my add-ons folder too. I also noticed that I can't even use server settings. When I click the button, the OTHER server settings screen pops up. You know, the one with LAUNCH GAME on it. The completely useless one that doesn't let you edit prefs.

  I've had this problem before, but I thought it only happened when I ran the game using steam. I uninstalled the steam version and play the version you get directly from the website. But now the problem is back again. I'd appreciate some help, cause it sort of ruined my current and future build. I need those prefs to be working again.

Help / Raycast team-killing must stop
« on: February 21, 2016, 11:15:55 PM »
Is there anyway to stop ray-cast weapons from team-kiling in slayer? No, the friendly-fire box is not ticked.

Help / Modified Quake Weapons ok?
« on: February 19, 2016, 12:52:46 AM »
I modified a bunch of the Quake Weps Pack guns to have a much slower muzzlevelocity for a recent build, and was wondering if there was some way to separate the files from the pack to make each individual modified weapon as its own add-on. I'd like to know how to do that, but if I wanted to make a game-mode with these modified weapons, would that be like...copyright or something? I just have to give credit to the original creator right?

Help / Stop bot respawning
« on: February 17, 2016, 02:34:20 AM »
Is there a way to stop a bot from respawning FOREVER after killing it? Hard to make any campaign without this very important mechanic.

Modification Help / Muzzle Velocity
« on: January 14, 2016, 02:23:47 PM »
I wanted to post this in help, but since I'm technically modifying a weapon, I figured I'd post it here.

 Anyway, I want to make a top-down shooter where enemy bots shoot slow moving bullets. I actually got this to work perfectly with certain guns, like the old revolver add-on and most of the halo pack. But I'd like to decrease the muzzle velocity of some of the base guns, like the default gun and rocket launcher. I tried doing so, but it doesn't work with them. I even tried making a separate rocket launcher add-on called RLSlow but it works just like the regular rocket launcher, despite me decreasing its muzzle velocity to something that could work with the game-mode. The game-mode is REALLY fun to play, and I'd like to finish it, but I need some help. I've never made one, but there's an add-on for that. Now, I'm just worried about creating slow-projectile weapons that I can export in the game-mode itself. I'm surprised no one's created a slow moving projectile weapon yet. It's weird man.

P.S: I'm not a coding genius in any way, so be nice with the programmer jargon ey? :) I doubt I'd need any of that to make this anyway.

Suggestions & Requests / No shielded/halo type players?
« on: November 17, 2015, 01:09:58 PM »
So for the past two days, I've been searching for a shielded/halo type player. Found a bunch of them! Seriously, I did. But unfortunately, ALL of their download links are DOWN. Gone. Nada. Nope. So the shielded player-type no longer exists in blockland despite how awesome it was. Like the maps. :D  One or two of the ones I found were on the RTB downloads system, which has been down forever. I know about the RTB reboot website that stands in its place, but it's missing ALOT of the add-ons from the original site. INCLUDING the first-person shielded playertype. A guy named fishpen0 uploaded one too, but his links lead to the loathed, "Invalid or deleted file! We're sorry! This file is no longer available for download!" MAN I hate that. So yeah. Could someone repost the file or something? I'm pretty sure everyone would love you.

P.S: Could someone also fix the friendly fire problem with bots when you event them to be friendly? Greek2me should NOT have to create a whole gamemode just to inadvertently...INADVERTENTLY with that. I don't know why no one else is asking for this! It's a pretty big issue!

Help / How do I make a bot NOT follow an enemy while shooting at it?
« on: April 17, 2015, 02:20:24 PM »
The last topic I posted went against the rules. So I'm reposting it correctly.

I just want a bot to stand still and shoot at enemies. That's it. I don't want it to strafe-ram me like an idiot and defy all my events as soon as it spots an enemy. The setwanderdistance - OFF doesn't work. Once it spots an enemy, it's overridden, and the bot strafe-rams me anyway.

Don't tell me that I can just set its aim to the nearest player, because it doesn't have good range anyway, and I want the bot to aim at and shoot other bots. While standing completely still.

I've tried to box them in, but they go nuts, as if they're programmed to hate tight spaces. I've tried to use the nomoveplayertype on them, but they still go nuts, and any velocity applied to them makes their physics glitch out hard, making them move as if they're in space.

So, in a nutshell: Bot- no move - shoot enemies like it normally would.

« on: April 17, 2015, 02:06:59 PM »
How do I make a bot shoot at me WITHOUT following me!!!!!????

SetWanderDistance - OFF doesn't work. Not in the minigames. As soon as a bot spots an enemy, it'll defy the event and strafe-ram me like an idiot anyway. I just want the guy to stand still, but still shoot at enemies. This means enemy bots too, so don't be mean and say, "Oh, just set its aim to the nearest player." Cause it doesn't work that well anyway.

I want it to shoot at enemies like it normally would, but just without following the enemy. PLEASE. Dude, if its easy enough and you feel lazy, tell me how to do it! At this, point, I'm willing to try anything even if I suck at it! The strafe-ram thing is driving me freakin' crazy man! It's ruined all my tactical builds!!!!! EVERY-SINGLE-ONE!

Suggestions & Requests / Additional Bot events
« on: March 11, 2015, 02:45:00 PM »

cancrouch (boolean)

onbottouch (OTHER bots!)


friendlyfire (boolean)

toocloserange (IN GAME!)

addrelativevelocity (for BOTS)

Has anyone ever suggested these? They seem alot easier to do than the add-ons dudes frequently post on here. I just don't understand why they're not here yet.
That thought aside, I'll tell you guys why these events are worth creating in detail.

Cancrouch would be awesome because setIdlebehavior doesn't work at all during minigames. Sometimes, people don't want bots crouching randomly during close-quarters combat or gunfights. It sorta ruins the experience. As for why the setIdlebehavior doesn't work, I'm pretty sure it's because of the force-code used when bots detect enemies in minigames. It's really annoying, but when a bot I've evented to act a certain way detects an enemy DURING minigames, (which is the only way to get them to attack) nearly every behavioral attribute I've applied to it is like...OVER-RULED or something. VERY annoying.

The onbottouch event already in-game works, but, like the onbotdamage add-on, it only works for players. This means that if I want a bot to pull out a melee weapon if it touches another bot, it won't. It will only do this if it touches the player. I'm willing to put up with it donning a melee weapon if it touches a bot of the same team.

Alright, so the canmove event. You might be shouting, "Just use the wanderdistance event ya' foo'!" Well, start up blockland, set a bot's wanderdistance to OFF, make an enemy bot to fight this bot, then start a minigame. Now, do you see? Like the setidlebehavior event, it is ignored when a bot detects an enemy in a minigame. Has anyone else noticed this? It's PRETTY hard to just ignore.

The friendlyfire event may not even be possible, but I don't know that. (*coughworksforslayercough*That's why I'm suggesting it. It's self-explanatory in it's use. I don't want my friendly bots shooting me in the back until I die in an attempt to shoot an enemy. It happens WAY too often, and has ruined about half of the maps I've made. Seriously, I'm being very calm about this one. Not that the internet cares about angry people, but I'd consider this one of the more important suggestions in this list.

Ah, the toocloserange event. Many of you may be saying, "Just go edit the AvoidCloseRange and TooCloseRange code in the cs file." I'd concur with that suggestion if it worked. It simply doesn't. Don't believe me? Go to the cs file and set the AvoidCloseRange to 1 and the TooCloseRange to whatever. Make it a freakin' billion, I don't care. The default range by brick units is seven. Done that? Ok, now go start a bot fight in blockland. Notice how the bots are still strafe-ramming each other? Ok, now go back to the cs file. Notice that the TooCloseRange is back to seven if you've changed it, and that the AvoidCloseRange is still 1, indicating that it's activated but just not working. Naturally, you'd get frustrated. Get my point? I feel this should be put in-game as one of the events the bots can be used with. Maybe it'll work then? I also don't think it's efficient to have to change the general bot_hole type in its entirety. What if I only want a few bots to use the code? Do I basically have to make a seperate bot add-on?

The addrelativevelocity event is generally one of my favorite events, but you know what would make it cooler? Being able to work it with bots! I've drooled over this idea so much that I actually tried to create the add-on myself. I failed pretty badly and realized that I simply don't have the skill. Maybe one of you geniuses could do it?

So, those are a few add-ons I feel should to be made. If not, at least explain why no one  has done them or why they're impossible. You guys create whole MODS and stuff, so a simple event add-on doesn't seem, at least to me, out of the way, or out of your skill-range. Why not? It seems to be alot easier than the usual stuff you dudes create. It would also be ridiculously useful to guys that can't afford internet at the moment as the result of stingy bosses and a horrible economy. :)

Help / Code re-writes itself?
« on: January 26, 2015, 12:52:56 PM »
      So I got sick of armed bots being retarded and ramming their opponents even if their opponent is a zombie, so I went into the bot_base file for Bot_Blockhead and changed the hTooCloseRange from 7 to like....thirty. Didn't do anything. So I went back to change it to a lower value (just in case it was too high or some stuff) and noticed that it wasn't still thirty. It was back to seven. I did this several times, lowering the value, and still got the same problem. The same problem that won't let me modify the push-broom's impactimpulse, or the gun's.  The code just resets itself!
       I was trying to make a Mario-Kart DD map with bots and nearly did, but the code that makes them jump out of vehicles when they approach enemies completely ruined it. Hard. I'd have a neutral bot driving to a set brick and another bot shooting rockets from the back seat, BOTH with their wander distance set to zero, but if an enemy got too close to the hostile bot, the bot would abandon ship and pretty much wreck my hopes and dreams. This is because of a code in the Bot_Hole/hole.cs file that literally makes them exit vehicles if an enemy is too close. Why that code is there, I do not know, but when I deleted that particular code and started Blockland back up, the bots STILL kept jumping out of their vehicles. I went back to the cs file and got pretty mad. The code I'd deleted was right back where it was, like some geeky horror story.

       Also, I notice during minigames that bots override their set wander distance. If I want a bot to go to a brick and stay behind it like cover, I set it's wander distance to zero so it won't move once it gets there. But once it spots an enemy during a minigame, it's set wander distance is ignored completely. Because of this and the ramming thing, all of my pain-stakingly crafted Bot TDM's turn into awkward, clashing, catastrophes. It's starting to bother me. I mean, in the Bot_Hole's/hole.cs file, there's a code that is actually made to prevent bots from ramming each other if they're armed. It doesn't work for me. I just wanna  know why man.

       As usual, I'm no programming wizard, so try to be nice and use normal-people jargon. Everyone likes a nice guy! :) Even people that hate you!

Help / A few questions
« on: December 12, 2014, 10:55:59 AM »
I modified some weapons to make their bullets travel slower for a top-down map I'm making. I was thinking of releasing the map/gamemode (whatever) to the public for kicks, but thats just the problem. I'm trying to make a copy of the modified weapons, but with slow bullets instead. I copy them, rename them, even change up the code to be a completely different weapon, but even though the weapon shows on the custom gamemode screen, it never appears on the list during game-play. You guys are smart right? How can I do that?
Also, Y no victim code for bots other than onbotinfected?

Pages: 1 [2] 3