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Messages - jackrobbman

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16
General Discussion / Re: things you regret doing on blockland
« on: November 08, 2020, 06:52:38 PM »
Switching computers and somehow losing the Titanfall Pack addon that I can't find anywhere now.

17
Gallery / Re: de_dust2
« on: November 08, 2020, 11:17:24 AM »
Looks great! Amazing work! But why must we be confined to just looking at and wishing we were there? C'mon man, lemme ha'dat save file fam!

18
Suggestions & Requests / Re: V22
« on: November 08, 2020, 11:08:12 AM »
I personally love playing Blockland! I have over four hundred hours on my Steam and that's in addition to the 4,000+ hours I played before I moved...was FOECED to move to Steam.

I think the reason I like it is because it's easy for us simple minded folk to mess around with. It's not nearly as easy to make a map in Gmod with events and stuff, and the Bots Badspot added make the game fun even when playing alone. (this coming from a guy who's only joined an online server in this game about seven times) I've had lots of fun trying to create my own chaotic representations of games like Serious Sam, Doom, Battlefield, Halo, Overwatch, Mario Kart, Call of Dookie, Point'n Clicks, top-down shooters, a small Metro Exodus attempt with a buncha RNG enemy placements, and even Spelunky. (Albeit that last one never even got a few hours off the ground) All with Bots, by the way. The Bots strafe ram you like idiots, but you can edit their cs files to keep them from doing that and make some really unpredictable and challenging experiences. The only thing keeping me from playing the game even more is Bot pathfinding, which Crook (What took you so long you magnificent human being!) is hashing out.

Actually, Crook is doing a lot of crazy stuff that I never thought I'd see in the game.

The only real complaint I have with the bots though is their weird aiming mechanics. They don't aim while firing for some reason, dumbing the difficulty to boring levels at times. I also can't keep them from chasing me down when I just want them to stay at spawn and shoot! I've been trying to figure that one out since V21 released, and I'm shocked that no one has made a boolean event for Bots being able to move! It makes me wonder if most of the players have even experimented with the Bots.

Cause why go through the trouble of making a map, setting up a server, and repeatedly being asked for admin while they call you obscenities when you could just use completely subservient Bots? #BotGangSuperiorRace




19
Suggestions & Requests / Re: Bot spawning preferences
« on: November 08, 2020, 10:46:16 AM »
I'm no coder or anything, but I was able to do this by going into the Bot_Blockhead zip, opening bot_base.cs file, and scrolling down until you see bot spawn options. From there, you can set it so that the bot will not spawn unless within a certain distance from a player. You can even set the range. BUT, of you don't wanna do that, you can use the base events in the game.

OnBotSpawn - Self (Not Bot!)- setBotType - None

This will make it so that the bot won't even spawn. You could then make event triggers to do so.

OnPlayerTouch - (named brick of bot) - setBotType - (whatever type of Bot you want it to spawn as)

You can even make it so that the bot won't spawn after you kill it.

OnBotDeath - Self - setBotType - None

It takes a bit more work, but I think I was able to make the beginning of a Serious Sam Map like this, and it worked great! But I do remember that I had to set the tick time for some events to 500 otherwise they wouldn't trigger.

Hope this helps, fellow Bot loving brother!

20
Modification Help / Re: Navmesh / Pathfinding WIP
« on: November 07, 2020, 10:50:57 PM »
Once this gets released, making maps with bots in mind is never going to be the same. Never again will I have to event over a hundred bricks just to account for variance and unpredictability in a bots path on a complex map. I can just make the freakin' map and go ham with nodes. You're doing good work sir!

Actually, I think I remember some guy messing around with pathfinding seven years ago. Dude was trying to create Xcom in Blockland and was only using the pathfinding to make bots go places with a click. I think he ran into a lot of the long load time problems you did, but he got busy and had to drop the project.

Oh! This reminds me of some questions! Let's say I have a straight line path set for a bot. When it sees an enemy, will it forget all about the path nodes and never remember them after it starts chasing a target? (I think it's hard coded for them to forget any evented behaviors once they spot an enemy) Also, will they pick the fastest path to their target? If I event a bot to go to a brick on the other side of a complex map like Afghan, will it use the nodes to get there? Or are you literally trying to make the Nodegun from Gmod that has goal nodes and all that? If so, would that have events like, onBotReachNode and stuff? I'm no coder, but all that seems like it'd be difficult to figure out.

21
Add-Ons / Re: WaW-BO1 national socialist Zombies [SLAYER]
« on: November 03, 2020, 10:03:10 PM »
Dude....anything even close to pathfinding being released ALONE is total boss. All of this is just too much for my happy emotions to handle. XD So thanks a bunch! Few questions: Can I have AI partners via the in-game Slayer bots? Does the pathfinding work for those AI partners? Does the pathfinding only work with your gamemode? I know these may seem like dumb questions, but I know almost nothing about Torque or coding in general.

22
Help / Crouch breaks Shooter Playertype?
« on: August 23, 2020, 12:47:27 PM »
So I've always been a huge fan of BlockAlpha's Shooter playertypes for many reasons, but the main one is that when you're using the playertype, whatever gun you're holding doesn't take up the entire right side of the screen. In the FP view, it's much lower and at a reasonable spot so that you're not completely blind from your right. I also liked the slight view-bob when walking.

But suddenly, for reasons I'm sure have nothing to do with my other add-ons, the playertype won't work. Once I start a game right from the menu, it'll make it's way to the loading datablocks screen and then stop right at the end, not loading further no matter how long I wait. Through some messing around, I found out that only the running versions of the playertype will work. The crouching ones won't. The running playertype's FP view is garbage though, since the gun is way too high on the screen and you can't see 1/4 of it. He fixed that with the crouching versions, but none of them will, when enabled, allow me to even load the game.

So I went into the zip and removed the crouching dsq files from the folder and from the source code. Now the game will load and I can use the playertype, but the hands are ALL jacked up. When standing still, they're just held out in front of the playertype like a zombie, and if you're holding a weapon and moving, the weapon just stays in its hand as it does the default walking animation, which is horrible.

The playetypes suddenly started having these issues three months ago before my last computer basically imploded and I got a new one. Same issue. So
it's the add-ons themselves.

So what do I do? Is there a way to adjust a weapons FP view without a playetype, so that you can actually see the screen? I really hate being able to see my entire gun from the butt to the muzzle when I'm holding it. It ruins the immersive Doom-Quake thing I'm trying to do right now. Some weapons, like the Vulcan from the Tier Tactical series don't have this issue, being placed low, backwards, and a little to the left. Is it just the model itself? Cause I couldn't find anything in the code to suggest otherwise.

BTW, I am NOT a coder in anyway. I've just been playing this game a while and learned of a few things I can tweak so that I can play the game the way I want. (like removing the extremely irritating gun-explosion sound for some guns and replacing it with one that doesn't make me clap my hands on my ears when I hear it)

23
Modification Help / Re: Navmesh / Pathfinding WIP
« on: August 08, 2020, 10:05:58 PM »
*Eating bowl of cereal, wishing bots weren't so stupid*

*Sees thread*

*Thread is still getting replies*

*Drops spoon in bowl, mouth agape*

*Sobs in relief*

The...the chosen ones....they're doing it!

24
Add-Ons / Re: Sawn-Off-Pistol
« on: August 04, 2020, 08:26:17 PM »
overwatch is stuff

I'm not even sure I have grounds to debate that. Actually, you might be right. Because you have to play an essential role in a six-dude team, you have no choice but to play the objective. In TF2, everyone is just doing what they want and richardering around and the mlg try-hards still don't care. Do that in OW and you get a ridiculous amount of hate. People play the game like it's a career now, all concerned about balance and meta's or whatever. They have customs where you don't have to do that, but it's funnier in TF2.

That off the table, can we get bot-pathing nodes back? Or at least a bot that can navigate around a wall and not strafe-ram me with an RPG?

25
Add-Ons / Re: Sawn-Off-Pistol
« on: August 02, 2020, 11:43:40 PM »
Finally, some good loving content

lawl

26
Add-Ons / Re: Sawn-Off-Pistol
« on: August 02, 2020, 03:06:49 PM »
I am....really confused. This game is kept alive by the modders. Swollow, Phantos, Greek, G-Cat (you shall be remembered), that dude that made the duplicator, the other dude working on the RallyPack, Night Hawk, Sheepocalypse, Ol' Sgt. Walter, HK, and a bunch of other guys that made...stuff...have slaved and literally carried this game way farther than its actual developer. At least to me. I honestly wouldn't have given this game the time of day if all I had were the defaults.

And ya'll hating on them? Over little stuff?

I figure ya'll just trolling and whatnot, but dang. How am I going to get that Overwatch Pack or Pathing Bots if ya'll keep running the good modders outta' here? Do you not want good mods? Because this is how you don't get good mods. Since any sane person would obviously prefer Swollows pack over any default-mod, I'm guessing ya'll got personal beef, just trolling because you're angry and want the world to suffer with you, trolling for the lawz (which this thread succeeded with), actually like the default models and sounds or...just not sane. (I consider those last two the same) I mean, I'm not all that sane either, but my lack of sanity isn't malicious.

Think about the children man! What mods will they have to look forward to if all the good modders run away?! What if no one ever makes that Overwatch Pack?! What if bots never learn how to walk around a wall?! Think about the future! Us uneducated normies' rely on quality content! Have mercy!

27
Development / Re: 2020/05/20 - Blockland r2023-r2031
« on: May 24, 2020, 03:16:13 PM »
I gotta admit, Badspot is giving Blizzard a run for their money in the "IP maintenance" department. This game has been getting serviced for more than half my life. Tbh, I thought he'd sort of abandon this whole thing and give up because this community is insane and people aren't specific about their problems. So uh, thanks Badspot? Has anyone said thanks?

28
Help / Re: Blockland Glass refuses to connect
« on: May 24, 2020, 01:30:28 PM »
Okay. So...what it's doing now is connecting and then disconnecting after a few minutes. Then it just keeps sliding in the disconnected notification over and over again in the bottom right, endlessly. If I restart Blockland, it connects, but disconnects and repeats the same process after a few minutes. Is that just me?

29
Help / Re: Blockland Glass refuses to connect
« on: May 23, 2020, 09:52:07 PM »
Never mind all of that! Glass just got updated. Glass should be connecting now.

Yeppers'! All is well!

30
Drama / Re: There's family men on Blockland now
« on: May 23, 2020, 09:42:02 PM »
isn't common sense the fear of thomas the tnak engine

I love this community

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