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Messages - jackrobbman

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166
Help / Re: Stop bot respawning
« on: February 17, 2016, 02:48:13 AM »
Ya know, like an fps campaign. I was gonna have some fun with a Serious Sam campaign. I'd use the slayer bot thing, but I'd have to count each spawn for the preferred player slot. Which could still work actually, but if I wanted some bots to have multiple lives (for a boxed arena fight, where you defeat waves of enemies before progressing), it would apply to every bot, complicating things. Also, there's no telling which spawn they'll spawn on if they have multiple lives. They could spawn at the beginning of the map. I learned that the hard way. :(

Thanks for the suggestion though! 

167
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.

168
Add-Ons / Re: Ability Bots & Expansion Bots [BOT]
« on: February 15, 2016, 04:00:41 PM »
I could freakin hug you man! (no homo) This is everything I wanted for a recent build. It's like you read my mind or something. Thanks for the upload and I hope you do more bot-related add-ons like this.

169
Add-Ons / Re: Bot Dynamics [v0.2]
« on: February 15, 2016, 03:55:16 PM »
Awesome! :) Glad folks are starting to recognize bots for what they can be.

170
Add-Ons / Re: New Duplicator 1.3.2 | SAVING & LOADING
« on: February 05, 2016, 01:48:05 AM »
Press the clear ghost brick key (default is numpad0 or / on laptops)

Thanks pal!

171
Add-Ons / Re: New Duplicator 1.3.2 | SAVING & LOADING
« on: February 04, 2016, 11:32:24 PM »
Hey, so I'm sure someone asked this somewhere along the 30+ pages that I actually tried browsing through, but once you hit a brick with the duplicator, how do I get out of duplication mode? It used to go back to normal mode if I selected a brick in the brick selector, but it doesn't do that anymore. I checked the controls for a keybind that ends it, but I don't think there's a section for it.

172
Add-Ons / Re: Updated: Event_playSound (Originally by Space Guy)
« on: February 04, 2016, 10:16:55 PM »
Pecon, you GET the average Blocklander'. You're awesome.

173
Modification Help / Re: Muzzle Velocity
« on: January 14, 2016, 10:47:32 PM »
you can't modify the game files

try doing something like
Code: [Select]
forceRequireAddon("Weapon_Rocket_Launcher");
forceRequireAddon("Weapon_Gun");
forceRequireAddon("Weapon_Spear");

rocketLauncherProjectile.muzzleVelocity = 20;
gunProjectile.muzzleVelocity = 30;
spearProjectile.muzzleVelocity = 15;
this will execute the weapons first and then change their muzzle velocity


Thanks! To be honest, I don't even know where to put those codes, but just knowing that I was wasting my time trying to modify game files is more than enough for me. But...I'm guessing those lines of code can be used to force the add-ons in the minigame and modify the velocity each time it begins right?

174
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.

175
Suggestions & Requests / Re: No shielded/halo type players?
« on: November 17, 2015, 01:27:28 PM »
There are items that do this, I believe. They can be found within bushido's Quake-Type Weapons, located here.
I think these might work more like Borderlands shields, though.

Ya know what man? You're pretty cool. Had this at some point but I totally forgot about it. Thanks man! This actually suits my specific needs even better.

176
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 ...deal with that. I don't know why no one else is asking for this! It's a pretty big issue!

177
Awesome man! Good to know that SOMEONE knows how under appreciated bots are in Blockland. 

178
When ya get the time buddy, could you do a loop of MVM from Team fortress 2? I tried, but it isn't working. I did all the audacity stuff, exporting it as an Ogg Vorbis and separating it into two mono tracks, and it even shows up in the main menu, but it won't show up in-game. It's a little over a minute and thirty seconds. Is that why?

179
So this has working bots, eh? Good. I really hate that blockland *almost* has teams set up, but the players are all on the same team. I have an RP where there are bots guarding the base, but they either fire on everyone or nobody.

Do you have them evented to a team and to attack an apposing team? Either way, if you're playing against them with some friendly bots of your own, the friendly fire will make you rage quit and trash the build entirely. Slayer solves that problem, which is one of the reasons it's a great mod. Try experimenting with them. For now, they only really work in team death-matches. You can experiment and create your own zombie defense if you want. The slayer bots shoot at hole bots now, so it's easier to set up. Greek is redoing the pathing so that you can play CTF or CP with them later on. Bot's are sadly massively under-appreciated in Blockland in my humble opinion. :'(

180
Ah, another thing I was thinking about concerning the bots, (since that's apparently the only thing I care about on Blockland anymore) is their fighting tactics. More specifically, keeping their distance from their enemies. I'm aware that the code is already implemented into the hole bot, but it doesn't work. I don't know why, but they won't backpedal once their attack code overrides their movement. The melee works fine though.

But, maybe it would be easier to just use the code that bots call when their unarmed and running away? They could just keep shooting at you as they do it and stop running away after a set time or other trigger. This would add some variety to the fights, making the player take the bots seriously and not be able to predict the usual rushdown tactic they often use. Like zombies with guns. I've given zombies guns. They're nearly identical. XD

I've tried to do this myself, but the code just rewrites itself back to normal once I start Blockland. Some things I change stick, and other things don't for no apparent reason. As usual, I'll keep fiddling, but this was just a thought. Not necessarily needed, but it would be really cool. I think Amade got it right with his bot events. You just had to event it to the bot in-game with the prefersranged event.

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