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Messages - jackrobbman

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31
Drama / Re: Key Compromise
« on: May 23, 2020, 09:37:23 PM »

32
Drama / Re: Key Compromise
« on: May 23, 2020, 09:35:46 PM »



Man...I think this might be true. I've been playing this game for almost fifteen years, and it's like crack cocaine. Except this type of crack makes me addicted to circumventing my artistic tendencies and desires so that my imagination and personality don't completely die off as a result of the impossibly boring and mundane nature of our everyday lives where the act of creating something new is frowned upon and considered strange.

AHEM

Also? I just like bots. And this game has some easily mod'able ones. I just wish someone would come up with a way to make them STOP AND SHOOT rather than strafe-ramming me.

33
Help / Re: Blockland Glass refuses to connect
« on: May 23, 2020, 09:23:33 PM »
My previous post was the solution for a week ago, before Blockland updated to r2023+. This update changed the way Blockland's Authentication process works, which is why Glass isn't connecting anymore.
These "most recent events" are the Giant Key leak/Security issue which can be seen on these various topics:
https://forum.blockland.us/index.php?topic=325760.0
https://forum.blockland.us/index.php?topic=325751.0
https://forum.blockland.us/index.php?topic=325891.0
https://forum.blockland.us/index.php?topic=325765.0

Its been shown on the BCC discord that Jincux (Developer of BLG) is working on updating Glass to make it work again, but for now Glass is not working atm.

Gotcha. Thanks for the response, guy.

34
Help / Re: Blockland Glass refuses to connect
« on: May 23, 2020, 05:14:57 PM »
You can't do it from within Glass on Blockland itself? Cause it has the option, but when I ticked it to "Always", it still won't connect. It was working fine a few days ago. What're these "most recent events" that are causing all theses problems? Two weeks ago, I couldn't even play Blockland outside of Steam due to what someone said was a security issue. I'm worried the game's gonna become unplayable at some point.

35
Help / Re: Authentication Failed: IP changed?
« on: May 11, 2020, 06:19:42 PM »
Alright, that worked. I can actually play the game now from Steam. BUT...I still can't play it off steam. It gives me the same exact problem. Seems like i'm gonna have to literally buy another key if I'm gonna be able to play Blockland off steam.

Just got your new reply. Yeah, maybe I did somewhere. gonna see how it works with client add-ons now.

36
Help / Re: Authentication Failed: IP changed?
« on: May 11, 2020, 05:47:25 PM »
You can fix this if you already have the game on steam. Simply quickly boot up the game via steam and it'll authenticate your current IP address. Then switch to your non-steam install and it will work.

This is happening because of a stopgap security measure following a large scale theft of keys. Eventually the game is going to become steam-only, but there is still some time before that is finalized.

I sure hope it doesn't. The reason I hate the Steam version is because it doesn't work with clien-side add-ons. At least it didn't before I deleted it. I think there were some other issues as well, but I fail to remember them. Gonna try your advice though. Don't have much of a choice.

37
Help / Re: Authentication Failed: IP changed?
« on: May 11, 2020, 02:28:30 AM »
Aaaaaand now it won't even run on the administrator account. What in Sam Hill is goin' on!?

38
Help / Authentication Failed: IP changed?
« on: May 11, 2020, 02:23:23 AM »
So I created another account on my computer that's not an administrator, so I had to install Blockland separately on that account. Oddly, when I boot it up, it still has all my old add-ons from my other account. It's still in demo mode though, so I find my old key and type it in.

It tells me that the Full Version is Unlocked for like three seconds before switching to Invalid Key and displaying the error spelled out in the subject at the bottom where you put the key in. I tried reentering the key, but this of course did not work. I got the exact same results every time. Since the administrator account on my PC will soon be locked where I won't be able to sign into it, this is a problem. Been playing this game since I was eleven and I still enjoy makin' stuff in it. I was hoping you guys could help me get this figured out?

39
Add-Ons / Re: Spartan224's Add-Ons
« on: December 04, 2019, 05:19:59 PM »
You've had this account since 2009, you should know that

Guess I never cared enough to ask for the passed ten years.

40
Add-Ons / Re: Spartan224's Add-Ons
« on: November 24, 2019, 03:05:54 PM »
Aye'yo! I love everything you've done in this thread and can't wait for more. Just one issue though. I think I mentioned this in swollow's melee post, but in your next update, could you make it possible for bots to use the melee weapons? Or tell me what tiny bit of code to edit or add-in? It seems that when a check is done to see if they're armed when they have these specific melee weapons, it comes back false. As a result, they run away from any and all threats as if they're unarmed and will not attack. If this could be fixed, it could spiff up the zombies game mode by allowing certain zombies to spawn with a weapon that does way more damage and forces the player (since I can't play online :I) to prioritize targets and pay attention.

It'd also make my TF2 Bot (and player) VS Machine map much better, but that's a personal desire and has nothing to do with everyone else here.  :cookieMonster:

Seriously...why are the emojis a cookie, a cookie monster, a panda, a bowl of...noodles(?), and an NES? What do any of those even mean?

41
Add-Ons / Re: [Weapon Pack] SWeps v2.0.2 + MORE
« on: August 31, 2019, 12:27:06 PM »
will you ever make weapons auto reload so the db shotgun is actually bearable to use
also, what happened to dropping ammo?

Use this pref, bud!

$Pref::Swol_NoAmmo   bool   false   (Means that your Guns do not need to reload at all)

None of these prefs ever show up in the preferences menu in-game, but that might just be me. If its not, go into the server.cs file and look for that bit I pasted up there. Not the one with the "if" in front of it. The one indented underneath it. Change the 0 to a 1 and it should make it so that none of the guns have to reload. Boom. Now you can play your Doom/Serious Sam esque map like it was meant to be played! I think. I'm not sure if this worked for me when I did it last week. Can't remember. But it looks like it should! I probably changed a different line of code now that I think about it.

42
Add-Ons / Re: [Weapon Pack] SWeps Melee v1.21
« on: August 31, 2019, 12:14:51 PM »
So you know that code Badspot put into the bots that causes them to run away like little punks when they are unarmed and they detect an enemy? They do that when holding these weapons. If the Minigame starts and they're holding one of these, they turn right around and book it like I'm One Punch Man or something. Even if I'm not armed. :l Zombies won't even use them. Even if they're holding onr of these weapons, they'll still do their default slap. Probably because they don't think they're armed. Is there something I can tweak in the code to get them to realize they're armed with these wapons? Especially when they're holding a giant, one-hit-kill sword and quite literally have nothing to be afraid of but ctrl+z?

43
Modification Help / Copy weapon properties?
« on: June 25, 2018, 11:07:56 PM »
So I'm trying to get the attributes in the Orange_Weapon/GCSpecialweapons pack to work with The New Halo Pack. Why? Because the orange weps literally have the ability to increase the muzzlevelocity cap based on whatever number you choose to put in one particular part of the code. The code initially doubles the muzzlevelocity, but of course I looked into it and changed it so that the bullets move at x26 the speed they were already going. It's awesome. Who needs that irritating raycast crap when you can have bullets that travel at a realistic speed in game? And it works just fine. Doesn't break the game or crash anything even a little bit.

Anyway, I'm trying to apply the sounds and muzzlevelocity multiplier to the halo pack. I've isolated the bit of code that does this in this file.

Code: [Select]
package om_SpecialWeaponsPackage
{
  function GameConnection::onDeath(%this,%killerPlayer,%killer,%damageType,%damageLoc) { %this.player.client.setControlCameraFov(90); parent::onDeath(%this,%killerPlayer,%killer,%damageType,%damageLoc); }
  function projectile::onAdd(%obj,%a,%b)
  {
    parent::onAdd(%obj,%a,%b);
    if(%obj.dataBlock.om_doubleSpeed)
      %obj.initialVelocity = VectorScale(%obj.initialVelocity,26);
  }
};

That golden bit of code, (brought into existence by g-cat his DANG self) is what makes the bullets whiz by at insane speeds, and I haven't even raised it passed 30 yet. Or maybe even 50. Gonna do that later. XD I was wondering if there was a way to incorporate this bit of code into the halo pack or any other pack I want. I've already tried moving one of the halo weps into the orange pack and modifying the code to match the rest of the weapons, but I think i broke something because the whole pack doesn't even show up on the add-ons screen anymore. That piece of code is found in the basic.cs in the orange pack, seperate from the weapons cs files. I'm guessing it has a universal effect on every weapon, coding the projectiles, sounds, and of course, the bullet speed. I'd show you what the files look like, but when I do that, it exceeds the character limit. >:( Any ideas on how I can isolate that bit of code?


44
Help / Re: Fire from inside the muzzle?
« on: May 17, 2018, 10:16:27 PM »
Swapped that out as well, but now something weird is going on. I equip the weapon I modded and fire, but instead of the bullet coming out of the muzzle, it appears at the center of the map and fires from the ground. It initially fires down, but if I aim in the right spot, it'll fire elsewhere. This isn't just the visible projectile, but also the raycast as well. Sorry to bother you man and I appreciate the help.

45
Help / Re: Fire from inside the muzzle?
« on: April 27, 2018, 08:22:08 PM »
All this package does is allow 1) Multiple projectiles to be fired at once without additional coding for each weapon (like a shotgun) and 2) has the player's velocity affect the bullet velocity, like say, for example, if you're in a vehicle and shoot straight forward or if you're falling you won't fall past your own bullets

You can get bullets to fire from the back of the weapon by using %obj.getEyeVector() instead of %obj.getMuzzelPoint()

A raycast projectile isn't really a projectile and is just a light of sight check. Raycasting weapons use containerRayCast() to see if there's any objects between point a (the player) and point b (the maximum range of the weapon) and if the raycast finds a player in that line of sight, it damages the player and/or spawns an explosion manually, completely bypassing onProjectileHit().

From what I can gather your hitmarker add-on probably packages onProjectileHit() and as does Slayer. For compatibility it would be ideal to do a raycast and, instead of manually damaging the player or spawning an explosion, would be spawning a projectile literally inches from the player with the same properties. Most weapons don't do this as it requires a bit more coding and calculation and might cause a bit of lag on a server with a bunch of projectiles flying about and hitting stuff.

Topic belongs in modification help

Whoops. :(

But while we're here, I wanted tell you that I switched out the bit of code you told me to. Now the bullets don't appear? To be specific, I went to where it says InitialPosition and switched it there. Gonna keep tweaking stuff, but I just wanted to let'cha know.

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