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Messages - jackrobbman

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Help / Re: Onminigamereset does not work anymore
« on: June 17, 2016, 10:39:05 AM »
Nope. Just using the Blockland's Default Minigame. I've downloaded the Event_Minigame Add-on though. Do it's event only work with Slayer?I noticed it has a Onminigameroundstart Input event. Last time I checked, Default Minigames didn't have rounds, so are the events Slayer based? Can I get them to work with a Default Minigame?

Help / Re: Onminigamereset does not work anymore
« on: June 17, 2016, 03:56:03 AM »
Tried reinstalling. Didn't work. Help. HALP!

Help / Onminigamereset does not work anymore
« on: June 17, 2016, 02:33:25 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 / Re: Setbottype will not work
« on: April 18, 2016, 05:45:04 PM »
I did a little test and it should work.
You sure the bot hole bricks and the brick with the event belong to you?

Also, I don't know if it is a good idea to make all bots disappear when a single player respawns.
Well, maybe if you want the game to be singleplayer only.

Yeah, I was gonna start with a single player at first just to test a few things out. Then maybe, when I got the hang of it, I'd port the map on here as a multiplayer campaign after finding a different way to do it.

But you said it worked for you? Hm. In the past, I've had issues with blockland just not working properly. Events specifically. Then, I'd discover that they'd be rectified once I did a complete reinstall with none of my add-ons. Instead of doing that, I'm just gonna try and disable all add-ons to see if a specific one is screwing things up. Sometimes that happens right?

Oh, and I'm gonna check to see if the bricks are mine. The minigame I used was a saved one, and although I don't remember having any reason to do so, I may have ticked a box somewhere. :/

Help / Setbottype will not work
« on: April 17, 2016, 04:14:21 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'!

Add-Ons / Re: Event_SetFriendlyFire [NOW for use with any minigame]
« on: April 07, 2016, 09:14:49 AM »
So uh....can this stop friendly bots from shooting me in the back every five seconds?

Add-Ons / Re: [Event] onBotTarget, onBotLoseTarget, onBotNewTarget
« on: April 07, 2016, 09:09:07 AM »



Thank you good sir!

Help / Re: Client Side add-ons not working
« on: February 28, 2016, 04:50:03 PM »
Thanks man.

Help / Re: Client Side add-ons not working
« on: February 28, 2016, 04:58:34 AM »
Ok, it's suddenly working now. But if anyone has any explanations for why this happens, I'll keep the topic unlocked.

Help / Client Side add-ons not working
« on: February 28, 2016, 04:51:07 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 / Re: Modified Quake Weapons ok?
« on: February 22, 2016, 12:18:04 AM »
slow projectile =/= image state timeout lower

you'll need to rename the datablocks if you want both on the same server at once. its tediouss work but can be helped by using find and replace.

Thanks man!

Help / Raycast team-killing must stop
« on: February 22, 2016, 12:15:55 AM »
Is there anyway to stop ray-cast weapons from team-kiling in slayer? No, the friendly-fire box is not ticked.

Help / Re: Modified Quake Weapons ok?
« on: February 19, 2016, 02:55:12 AM »
lol ok. How would I go about separating one of the weapons in the pack to its own individual add-on? I'd like to have a slow-projectile spam rifle and a regular one accessible at the same time, but I don't know how to do it.

Help / Modified Quake Weapons ok?
« on: February 19, 2016, 01:52:46 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 / Re: Stop bot respawning
« on: February 19, 2016, 12:45:33 AM »
Thanks guys!

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