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Messages - random ram

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346
Modification Help / Re: Bug zombies mod
« on: June 15, 2009, 01:47:42 PM »
meh i want my robotic arm
............and that means?

347
you don't know how many people ask this..........so, first get a modeling program(sketch up , blender, milkshape)
then you must script it(use notepad, also you should use other scripts as a refrence). then put it in a folder with a a discripton and a sever.cs and you are ready to go!(there are tutorials on how to do all of the stuff i mentioned so plz don't ask me to explain how to do stuff).

348
General Discussion / Re: Duplicator, Fillcan, and Brick-name-gun fix
« on: June 15, 2009, 12:59:48 PM »
this still crashes my bl if i use it too much(why is that?)

349
Drama / Re: Hi! i'm Masta Green Day.
« on: June 15, 2009, 12:28:27 PM »
lol, really?

350
General Discussion / Re: . . . Hi?
« on: June 15, 2009, 12:24:53 PM »
It's OK to run on v12, right?  Because I have that version of Blockland.

Stupid S key breaking each time!
ya, it works fine(rtb 3.0 will be awesome though). also, if you ever want to know what is in the works for bl(for addons not the new version)you should check out the mod discussion.

351
General Discussion / Re: Hiiiiiiiii
« on: June 15, 2009, 12:17:36 PM »
I can't find it now, maybe it was deleted or something. It just said something like "DO NOT PAY ATITENOITN" or something. I think he meant attention but he spelled it wrong.
lol, and hi brickster 2.0 hope you don't get all flamed when on the foums(that happens to newbies wayy to often)

352
Modification Help / Re: Bug zombies mod
« on: June 15, 2009, 12:13:31 PM »
Why not just make the spider cave under the hole? Why bother with teleporting?
because their is only one layer of 8x bricks(the base plate brick) so, I don't have enough space for a really complex spider cave(and that is better than a simple one, if you want i can let you build this)

working on zombie survival map(then beta testing zombies) : offline

353
Modification Help / Re: Bug zombies mod
« on: June 15, 2009, 12:05:19 PM »
We can have two different gamemodes, maybe?

Also, in my gamemode idea, the nests are bricks that you place wherever. When the minigame starts, the bugs spawn inside. A few will come out and start capturing players.
ya i'm making a  map not a gamemode so....(that sounds cool if it ever get's made i will use it to help with my map)
though i could make a spider hole that you can fall in to(then it teleports you to a dark place filled with spiders)

354
Modification Help / Re: Bug zombies mod
« on: June 15, 2009, 11:59:22 AM »
No, it wouldn't be "cheap." Many bugs are afraid of light and some are attracted to it. We could have a roosterroach be afraid of light, and a moth be attracted to light, but we aren't making either one. So we use some bugs that we are making.


I have some more suggestions for the Bug Mod 2:
1. New Bugs
A Caterpillar.
What it does- it is pretty slow and doesn't do much damage by its jaws. If possible, it wouldn't attack you unless you attack it first. However, since it is big, about 2x the size of the scorpion, it can crush you.

A Wasp.
What it does- It is similar to the dragonfly. One of its main attacks is swooping down, picking the player up in its arms, flying high up in the air, and dropping the player. It can also dive-bomb and then sting. In the Special Mode (more on that later) it will attempt to bring the player back to the wasp nest.

2. Special Mode
What the Special Mode is= Some of the bugs mentioned in this topic have "nests", like the wasp, termite, and ant. I thought it would be cool to have some kind of escape-the-zombies-prison gamemode, where the ants/wasps/termites take you back to their nest and you would try to escape within a time limit. If all players are captured, the bugs win. If all players escape, the players win. If only some players escape, then the bugs win.

Nests
The ant's nest is a large anthill. It should be big enough to fit about 20 ants and 6 or 7 players.
http://upload.wikimedia.org/wikipedia/commons/a/a5/Xn_ant_hill.jpg
The termite's nest is a termite mound-thing. It should be more tall then wide, and big enough to fit about 15 termites and 5 players.
http://itech.richardinson.edu/chemistry/wp-content/uploads/2008/04/termite_mound.jpg
The wasp's nest is, well, a wasp nest. It should be big enough to fit about 30 wasps and 10 players.
http://www.theragens.com/photos/Wildlife/Wasp_Nest_Photo_2002-01.jpg

I really hope we can make these. Maybe this could be included in a Bug Mod 3, the final part of this whole thing?

i am trying to do exactly that exept you are in a forest with a river and there are zombies every where and you have to get to the house(a time limit would be cool though, i hadn't thought of that, oh and your welcome to help)

355
lol opps.

356
General Discussion / Re: Hiiiiiiiii
« on: June 14, 2009, 11:37:12 PM »
spam post?

357
General Discussion / Re: Jorgur's Dogfight Pictures. Post Yours!
« on: June 14, 2009, 10:24:03 PM »
can we have these dog fights 2 times a month(that would be really cool)

358
Wavepad has a free trail that I linked you to which doesn't expire.

And, no, this is not a copy of Masta Green Day's, if this was, than nobody could understand it. I had difficulties reading his at all. I made mine because it's easier to read, more organized, and has pictures for those who are literally, technologically handicapped.
wow, you just signed up and your already helping the community(great!, keep it up)

359
Modification Help / Re: Need free, easy-to-use modeling program.
« on: June 14, 2009, 08:38:32 PM »
Sketch up doesnt export to dts easily.
ahh that was my prob but then i fixed it(you have to get the dae file and put it in blender then from there it is easy)

360
Modification Help / Re: Bug zombies mod
« on: June 14, 2009, 08:33:31 PM »
Maybe ants in the second bug mod could be attracted to light.
yea  that is cool, but how would you script it?(and the zombies would be afriade of you because you have a ligt(that would be cheap)

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