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Messages - Dglider

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166


Heheh botglitch.


there's a cake in there somewhere


2400 blue mininuke projectiles.

167
Modification Help / Re: Shotgun script
« on: July 29, 2013, 04:56:30 PM »
Could you post the most up-to-date version of this add-on you have?

The one I have right now uses this
Code: (server.cs) [Select]
function shotgunImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}

And I'm pretty sure that wouldn't even fire at all.

168
General Discussion / Re: The Blockland Theory - A look into the game.
« on: July 17, 2013, 02:18:12 PM »
Next time you want to observe the server list: http://forum.returntoblockland.com/dlm/viewFile.php?id=668

I agree with most of what you said on the ingame community.  Though, to call them simpleminded is a bit much.  The reason I'd join a server with alot of players is the same reason I'd join a crowd of people watching a half-dead cat struggle to reach the other side of the road after getting hit by a car.

It's interesting.

Not to mention there are so many bad, and uninteresting server's up. And, with Badspot's new download system, the time spent trying to load a new server is increased.  Thus, it's just not worth the risk to hop on to some stuffty server I've never heard of before.  I don't like wasting my time.

The forums just need some goddamn moderators.  How many do we have right now, 3?

As far as the future goes I'm not all that worried.  Blockland probably won't get on Greenlight.  But the game itself(or something like it) will keep going.  The game mechanics are just too good to be thrown away.  Hell, I can imagine myself 20 years from now, loading up a Win7 emulator just to build another shack'o'1x1s.  ... Then blowing it up.

Anyhow, Good luck with this stuff VVVVVVVV
Oh no! No one is on blockland because of vacations in the summer and a bunch of people playing their new steam games!
you should work on your grammar
dat logo
Can I only have the brain? I left my filthy meatsack years ago.
uhh what are you talking about

169
Well if my memory about plant errors doesn't fail me then that'll give you an "Overlap" error if you're too far from the center.
Maybe try to find one that better suits what you want? I think 4 is "out of range"...
Well I couldn't find Out of Range in any of numbers 1-6.  So I ended up just using TooFar.  It makes sense to use that one.

Still, at least don't get the brick's world box 4 times. Save it to a variable and get the individual words of it.
Done.

True. Plus the (I think first) group of coords is always the lower one, so he could do something like
I tested it out and that is the case.  Added.



Why this?

%pos1x = getWord(%c.player.tempbrick.getWorldBox(), 0);
%pos1y = getWord(%c.player.tempbrick.getWorldBox(), 1);
%pos2x = getWord(%c.player.tempbrick.getWorldBox(), 3);
%pos2y = getWord(%c.player.tempbrick.getWorldBox(), 4);
if(%pos1x > 124 || %pos1x < -124 || %pos1y > 124 || %pos1y < -124 || %pos2x > 124 || %pos2x < -124 || %pos2y > 124 || %pos2y < -124)


Can't you just do something like this?

if(vectorLen(%c.player.tempBrick.position) >= max range goes here)

Hmm yes.  I'd have to test all four top corners to keep
would also allow large bricks to extend far beyond the bounds that other bricks could reach.
this from happening but that's actually extremely useful.

If I drop the Z value I can turn it into a cylinder.


Anyhow here's what I have now.  Thanks for the help! ^.^
Code: (server.cs) [Select]
package BrickRangePackage
{
function fxDTSbrick::Plant(%brick)
{
%e = Parent::Plant(%brick);
if(!%e)
{
%c = getbrickgroupfromobject(%brick).client;
if(isObject(%c) && isObject(%c.player) && isObject(%c.player.tempbrick))
{
%worldbox = %c.player.tempbrick.getWorldBox();
%xLow = getWord(%worldbox, 0);
%yLow = getWord(%worldbox, 1);
%xHigh = getWord(%worldbox, 3);
%yHigh = getWord(%worldbox, 4);
if(%xLow < -124 || %yLow < -124 || %xHigh > 124 || %yHigh > 124)
{
messageClient(%c, 'MsgPlantError_TooFar');
return 7;
}
else
{
return false;
}
}
}
}
};
ActivatePackage(BrickRangePackage);

170
I had to flip it a little but it works ^.^

Code: [Select]
package BrickRangePackage
{
function fxDTSbrick::Plant(%brick)
{
%e = Parent::Plant(%brick);
if(!%e)
{
%c = getbrickgroupfromobject(%brick).client;
if(isObject(%c) && isObject(%c.player) && isObject(%c.player.tempbrick))
{
%pos1x = getWord(%c.player.tempbrick.getWorldBox(), 0);
%pos1y = getWord(%c.player.tempbrick.getWorldBox(), 1);
%pos2x = getWord(%c.player.tempbrick.getWorldBox(), 3);
%pos2y = getWord(%c.player.tempbrick.getWorldBox(), 4);
if(%pos1x > 124 || %pos1x < -124 || %pos1y > 124 || %pos1y < -124 || %pos2x > 124 || %pos2x < -124 || %pos2y > 124 || %pos2y < -124)
{
commandtoclient(%c,'centerprint',"\c6Too far - Build closer to the center.",2);
return true;
}
else
{
return false;
}
}
}
}
};
ActivatePackage(BrickRangePackage);

Can you explain to me why it works?  Like... why I need those returns there and and what they're doing?  It'd help alot for future projects.

I googled returns earlier and, I understand what they're for, but not why I would need one in this particular situation.

171
Modification Help / Re: Modeling Help: Helical Coil Help
« on: July 02, 2013, 10:43:43 PM »
I think I may... or may not have figured out a way to do this using Blender 2.6 and the shrinkwrap modifier.

If you send me the file Ill be sure to give it a shot. ^.^


172
Just use the old Blender?

Make your model in 2.6 or whatever then export to .3ds (This is how I would do it, I'm not sure how 2.49 reads newer blender files)

I use .obj.  I get the same results, but I can edit the obj with notepad for quick fixes. ^.^

173
Help / Re: Building controls
« on: July 02, 2013, 10:18:13 PM »
IJKLUOP:,.[return]

Listed ^.^

nojk

I - Shift Forward
J - Shift Left
K - Shift Backwards
L - Shift Right
U - Rotate CCW(to the left)
O - Rotate CW(to the right)
P - Shift Up 1
; - Shift Down 1
. - Shift Up 1 plate
, - Shift Down 1 plate
Return(or enter, whichever you prefer) - Place brick

In addition if you want to see that default controls selection menu again you can type canvas.popDialog(DefaultControlsGui); into the console to make it pop up.

174
Help / Re: Add-Ons issues.
« on: July 02, 2013, 10:00:49 PM »
Post your console.log please.

Zone-events are a required add-on for zonebricks.

175
So this add-on is supposed to make it so you can only build within a certain range of the spawn point.

I have 2 versions of the script.  One that doesn't work. And another one that works perfectly while in debug mode, and half-works while out of debug mode(just because it has the capability to go into debug mode).

I'm sure I'm just missing some syntax somewhere, but I can't seem to figure it out.

This is the one with debuggingness.
Code: (Script_BrickRange\server.cs - debug) [Select]
package BrickRangePackage
{
function fxDTSbrick::Plant(%brick)
{
%e = Parent::Plant(%brick);
if(!%e)
{
%c = getbrickgroupfromobject(%brick).client;
if(isObject(%c) && isObject(%c.player) && isObject(%c.player.tempbrick))
{
%pos1x = getWord(%c.player.tempbrick.getWorldBox(), 0);
%pos1y = getWord(%c.player.tempbrick.getWorldBox(), 1);
%pos2x = getWord(%c.player.tempbrick.getWorldBox(), 3);
%pos2y = getWord(%c.player.tempbrick.getWorldBox(), 4);
if(%pos1x > 124 || %pos1x < -124 || %pos1y > 124 || %pos1y < -124 || %pos2x > 124 || %pos2x < -124 || %pos2y > 124 || %pos2y < -124)
{
commandtoclient(%c,'centerprint',"\c6Too far - Build closer to the center.",2);
%brick.schedule(0, "delete");
if($debug)
{
echo("Return is true.");
}
}
if($debug)
{
echo(%c SPC %brick SPC %pos1x SPC %pos1y SPC %pos2x SPC %pos2y);
}
}
}
}
};
ActivatePackage(BrickRangePackage);

This is the one without.
Code: (Script_BrickRange\server.cs) [Select]
package BrickRangePackage
{
function fxDTSbrick::Plant(%brick)
{
%e = Parent::Plant(%brick);
if(!%e)
{
%c = getbrickgroupfromobject(%brick).client;
if(isObject(%c) && isObject(%c.player) && isObject(%c.player.tempbrick))
{
%pos1x = getWord(%c.player.tempbrick.getWorldBox(), 0);
%pos1y = getWord(%c.player.tempbrick.getWorldBox(), 1);
%pos2x = getWord(%c.player.tempbrick.getWorldBox(), 3);
%pos2y = getWord(%c.player.tempbrick.getWorldBox(), 4);
if(%pos1x > 124 || %pos1x < -124 || %pos1y > 124 || %pos1y < -124 || %pos2x > 124 || %pos2x < -124 || %pos2y > 124 || %pos2y < -124)
{
commandtoclient(%c,'centerprint',"\c6Too far - Build closer to the center.",2);
%brick.schedule(0, "delete");
}
}
}
}
};
ActivatePackage(BrickRangePackage);

176
General Discussion / Re: Vehicles Not Moving?
« on: July 02, 2013, 01:58:42 PM »
Could be that default racing gamemode...

177
Help / Re: Renderman still appearing in server
« on: June 28, 2013, 01:23:32 PM »
Can you post a console log from the server in question?

178
General Discussion / Re: Looking for Server Ideas
« on: June 28, 2013, 01:18:51 PM »
You could make a themed building server.

179
Modification Help / Re: My Brick Phone has faces problem.
« on: June 20, 2013, 11:19:58 AM »
I'm just guessing here, but maybe the faces that are missing all have more than 4 sides.  Blockland uses quads, so, I haven't really tested it out, but maybe anything with more than 4 sides gets thrown out.

(If you do test this make sure the face actually has more than 4 sides.  If there are lines down the middle of it, chances are it's been split up a bit.)

EDIT 6/21/13: Just realized that can't be the problem, some of the side faces(which are quads) are also invisible.

V Try recalculating normals.  V

180
Suggestions & Requests / Re: The ability to add/remove FX sprays
« on: June 19, 2013, 06:07:28 PM »
That would be cool.  Maybe there already is a way, it just hasn't been discovered yet.

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