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Topics - MARBLE MAN

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76
General Discussion / Short Server Commands
« on: August 17, 2012, 11:24:25 AM »
Short meaning  they can fit on about one-two lines :P

You can activate these on your server by copy/pasting the text that looks like this into the console
Here's some of mine:

/setmusic song_name_with_underscores
Sets the music of the player object
function serverCmdsetmusic(%client,%music) {%music=strReplace(%music,"-","DASH"); %client.player.playAudio(0,"MusicData_"@%music); }

/say message_here
Sends a message like (NAME --> message_here)
function serverCmdsay(%client, %msg) {%msg=strReplace(%msg,"_"," "); announce(%client.name SPC "-->" SPC %msg);}

\me message_here (type /, not \)
Sends a message like (NAME message_here
function serverCmdme(%client, %msg) {%msg=strReplace(%msg,"_"," "); announce(%client.name SPC """ SPC %msg);}

/tags prefix suffix
Lets you change your tags in-game (you can also make them longer, colored, and fonted)
function serverCmdtags(%client, %prefix, %suffix) {findclientbyname(%client.name).clanprefix=(%prefix); findclientbyname(%client.name).clansuffix=(%suffix);}

/burn duration
Makes the player burn for %duration seconds
function serverCmdburn(%client, %time) {%time=strReplace(%time,"_"," "); findclientbyname(%client.name).player.burnPlayer(%time); announce(%client.name SPC "has been set on fire!");}

/slap name
Takes 1 health point away from the target
function serverCmdslap(%client, %target) {%extra=strReplace(%extra,"_"," "); findclientbyname(%target).player.addHealth("-1"); announce(%client.name SPC " slapped " SPC %target);}

/vel Xpower Ypower Zpower
Same as the add velocity event
function serverCmdvel(%client, %x, %y, %z) {findclientbyname(%client.name).player.addvelocity(%x SPC %y SPC %z);}

/want name message_here
Sends a message saying: NAME wants OTHERNAME to Message_here
function serverCmdwant(%client, %target, %extra) {%extra=strReplace(%extra,"_"," "); announce(%client.name SPC " wants " SPC %target SPC " to " SPC %extra);}

/namecolor paintcolorid
Sets the player's name to the paint color you selected
function servercmdnamecolor(%client, %col) {if(isObject(%client.player)) %client.player.setShapeNameColor(getColorIDTable(%col));}

(i use announce because it is shorter than chatmessageall)

Do you have any?!
[/sub]

77
Suggestions & Requests / Remote Controlled Car Pack
« on: August 14, 2012, 09:00:45 PM »
Kind of like multiple reskinnings of the RC Sapper w/o the Impact function
The new skins could be:
Jeep
Turisimo
Blocko Car

if possible:
Stunt plane

78
General Discussion / How to fix your shaders (possibly)
« on: August 10, 2012, 03:21:01 PM »
Delete your config folder and restart blockland.
That is what fixed mine, tell me your results :D

79
Modification Help / Send Avatar
« on: July 05, 2012, 12:46:42 PM »
What is the command to change avatar(or save changes)
does it have Avatar_command in it?

80
Modification Help / Is there a %cl.isPlayer
« on: July 03, 2012, 01:43:07 PM »
I know of
%cl.isAdmin;
%cl.isSuperAdmin;
%cl.isHost;

but i was wondering if there was a %cl.isPlayer; or something?

81
Would look kinda like the game maker object editor...

http://k15.kn3.net/taringa/2/6/1/8/2/7/3/emmaremix/27A.jpg?2778
All of the events would be Drag'n'Drop
You could parent a brick (it would have all the properties of its parents unless the events are changed)
There would be no mask
The emitter + light tab would be off to the edge

Could anyone make this possible, i would enjoy not having to string out 50 on activates and having them on one!

82
Modification Help / Current brick variable
« on: June 19, 2012, 06:40:21 AM »
is there a player variable for the brick in their inventory slot 1?

83
Suggestions & Requests / Spawn Bricks event
« on: June 19, 2012, 06:37:28 AM »
an event that can spawn bricks relative to the brick you are eventing from
onactivate > self > spawnbrick [brick]
  • [y][z] [overlapping]


and

an event that moves a brick to another place (including all the bricks properties)
would not work it it caused chain kill
onactivate > self > movebrick
  • [y][z] [overlapping]


you could insert for x,y,z "mouse_x, mouse_y, mouse_z" to make the brick teleport to the mouses aim
or "player_x,Player_y,player_x" to make the brick go to the player
adding and subtracting would work with player or mouse
ex
[player_x,player_y,player_z + 14]

all brick measurements are in plates, not bricks

84
Off Topic / My new avatar
« on: June 16, 2012, 05:19:20 PM »
Do you like it?

85
Off Topic / Would you rather
« on: June 16, 2012, 01:31:06 AM »
Rules:
Answer the would you rather question in the above post
Make your own
Comment on the above question


Starting:

Would you rather:
Sleep in a bed of insects OR
Wear clothing made of rotting flesh

86
Add-Ons / Pokemon Player Datablocks
« on: June 15, 2012, 04:53:06 AM »
There are no models. Unless you want to work your ass off making them

Peelz Heer

All of this info is in the description file...
A great add-on that works with this is the
Elemental Spells by Amade!
Link:   http://forum.blockland.us/index.php?topic=90119.0

5 tiers of Flying and ground pokemon.

Normal (5 ground, 5 flying)
T# - Speed     Health     MaxWeapons
T1 -  1.05       64           1
T2 -  1.50      128           2
T3 -  1.95      192           3
T4 -  2.30      256           4
T5 -  2.75      384           5

Slow (5 ground, 5 flying)
T# - Speed     Health     MaxWeapons
T1 -  0.50       64           1
T2 -  0.75      128           2
T3 -  1.00      192           3
T4 -  1.15      256           4
T5 -  1.37      384           5

Boss (5 ground, 5 flying)
T# - Speed     Health     MaxWeapons
T1 -  1.00      400           1
T2 -  2.00      600           2
T3 -  2.50      800           3
T4 -  3.00     1000           4
T5 -  3.50     1200           5

Recharge Rate for all pokemon (when you have spells) is 0.2

Total of 30 Player types (Thats probably enough)
Flying pokemon can use jets

87
Rick Roll Nade:
if you have played garry's mod and have seen this weapon, you know what i am talking about..

Explanation:
A grenade
after you throw it, everyone in a radius has a gui pop up with the never gonna give you up video playing...
you have to listen to the whole song before you can close the gui and continue playing

Dear sister gun
From a skit on SNL, this gun would make the timescale to 0.2 and play "Hide and Seek" by Imogen Heap
After you fire, you would drop the weapon

Toybox
A gui where you can download addons from rtb or another internet host to try out the add-on before you want to install it.
The gui would be accessible ingame while you are hosting a server. Everyone on the server would be required to download the add-on.
for example:
you saw this new cannon that shot alternating kittens and chickens, but you didnt want to leave the game. You could go to the overlay gui and it would download and enable itself so you could try it out.

Datablock inventory
A gui with all of the datablocks with their UI picture above their name sorted into classes
Kinda like the brick buying inventory, but with weapons, vehicles, and bots
You could do events remotely to named bricks from this gui also.
example:

-----WEAPONS----
_____
| /\_/\ |  File        Weapon_KittyChickenLauncher
|(*w*)|  Name   "Kit-chick-cannon"
|_(())_|  Author: Professor Genius
Description: A cannon like weapon that shoots alternating kittens and chickens at high velocity!

-----VEHICLES-----
_____
|   _    |  File        Vehicle_Jeep
|_/[\_ |  Name   "Jeep"
|o__o |  Author: Eric Hartman
Description: A drivable jeep with room for 7 people.

etc...

After you click one of the tabs, the item will spawn infront of you
You would have to delete the vehicle/bot/weapon by using a special wand
you can only spawn one thing at a time, and everything spawned, if clicked, will say "spawned by <name>"

Emitter wires
Have a tool/weapon that shot projectiles that alternated (like the portal gun) where the 2 points would be connected with an "emitter wire" selected with the gun

City Scanner
The city scanners from Half Life 2
They would be bots that floated (not sure if that is possible) and followed players around. If the players were in range, they would have a white damage flash and a camera sound would be played

Dungeon Generator
Yes, i have looked at truces, and it is amazing. I know some of the code is avaliable, but he doesnt want it packaged. I want someone to rewrite the dungeon generator and host it 24/7 for a couple of weeks.
Features:
Chests (with gold rewards)
Shops (With buyable default weapons)
Halls
Seeds (to make the generator generate the same thing 2 times if you use the same seed)
Mobs/enemies that would attack the players
more rooms

Couch brick
It looks like a couch, it has the collision box the same as one, but it is a brick

Realistic Tree Bricks
A pack of bricks that were to a scale where the player is to the tree as a human is to a real tree.
They would have branches and leafs

Building Bricks
Premade buildings in brick form, so you can place them in the background of your city

PC mod
would use logic bricks to wire the pc to its screen and a printer that would event a print plate.
You could use the pc for events + networking (server side irc)
could use the GUI downloader

Bottle brick
After it is shot by a projectile, it breaks in half for 5 seconds and makes the glass shatter sound.


--EDIT--


Elemental Book Cover Prints
If you have seen the book brick with the 2x2 print, wouldnt you want a fire symbol or another element?

Server forum
A menu gui that would have a list of the online servers. You could comment on the server and rate it thumbs up or thumbs down. If a comment on the server was made, it would be announced to the admins if 'announce comments' is enabled in server prefs.
Each server would have the basic 'server name','host','players','maxplayers','ping','brickcount','dedicated','passworded' but there would be a new 'rating %' and 'uptime'(not as a percentage but the amount of time the server has been up)

Chain sickle
No person is cool if they dont know how to use a chain sickle.

would have a swinging animation instead of a charge weapon animation.

Admin Room
A place that spawns underneath slate for admins to teleport to with /ar
made of bricks

onVehicleGaze/onBotGaze
onGaze for bots and vehicles

EventPlus
INPUTS
OnCreate - When a vehicle or bot spawns (in one event)
OnStep - called once every 33 miliseconds
onBeginStep - called before the step starts
onEndStep - called after the step ends, right before it starts
onRender - When the brick is visible
OUTPUTS
player > ifkeyispressed [ key ] - checks if a key is being pressed
player > definedclass [ class ] - Sets the players datablock and items as a class
player > setclass [ class ] - loads a class
player > ifclass [class] ==/!= [ class ] [ 1 1 ] - checks the players class
player > levitate [ 1/0 ] - would make the player float in one place until the levitate is turned off
brick > setpaintable [ 1/0 ] - sets if a brick is paintable
brick > setbreakable [ 1/0 ] - sets if a brick is breakable
minigame > changegamemode [ dropdownlist ] - changes the minigame gamemode
minigame > changeslayergamemode [ dropdownlist ] - changes the slayer gamemode
minigame > plantbombonbrick [1-6] - plants a bomb that can be diffused by the defending team
minigame > diffusebomb [ 1-6] - diffuses a bomb (out of 6)
bot > definepath [ n/s/e/w ] - would make a bot walk north/south/east/west
vehicle > breaksbricks [ 1/0 ] - like rampaging vehicles, would tell the vehicle to break bricks or not
vehicle > damageothervehicles [ 1/0 ] - would tell the vehicle to damage other vehicles or not

Prop Candle
a small candle brick for decorating


More ideas to come...
If you could possibly make one of these, try.
Thanks for reading my word wall

88
Suggestions & Requests / "X" square print
« on: June 11, 2012, 03:41:19 PM »
A print that is 4 diagonal blank square prints for 2x2f print plate and 1x1f print plate
It looks like an X for loops
kinda like these: pic
but with the default blank square texture.

89
General Discussion / Super bow
« on: June 08, 2012, 03:52:06 AM »
I was looking back at old blockland when i stumbled upon this:
//function BowItem::onUse(%this, %player, %InvPosition)
//{
//   //check for quiver
//   //if you dont have it, regular bow
//   //if you do, super bow
//
//   %client = %player.client;
//
//   %mountPoint = %this.image.mountPoint;
//   %mountedImage = %player.getMountedImage(%mountPoint);
//
//
//   if(%mountedImage)
//   {
//      if(%mountedImage == bowImage.getId() || %mountedImage == superbowImage.getId())
//      {
//         //some kind of bow mounted so, unmount it
//         %player.unMountImage(%mountPoint);
//         messageClient(%client, 'MsgHilightInv', '', -1);
//         %player.currWeaponSlot = -1;
//      }
//      else
//      {
//         //something other than bow mounted, so do bow selection and mount
//         if(%player.getMountedImage($BackSlot))
//         {
//            if(%player.getMountedImage($BackSlot) == quiverImage.getId())
//            {
//               %player.mountimage(superBowImage, $RightHandSlot, 1, %skin);
//               messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//               %player.currWeaponSlot = %invPosition;
//            }
//            else
//            {
//               %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
//               messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//               %player.currWeaponSlot = %invPosition;
//            }
//         }
//         else
//         {
//            %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
//            messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//            %player.currWeaponSlot = %invPosition;
//         }
//      }
//      
//   }
//   else
//   {
//      //nothing mounted so do bow selection and mount
//      //something other than bow mounted, so do bow selection and mount
//      if(%player.getMountedImage($BackSlot))
//      {
//         if(%player.getMountedImage($BackSlot) == quiverImage.getId())
//         {
//            %player.mountimage(superBowImage, $RightHandSlot, 1, %skin);
//            messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//            %player.currWeaponSlot = %invPosition;
//         }
//         else
//         {
//            %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
//            messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//            %player.currWeaponSlot = %invPosition;
//         }
//      }
//      else
//      {
//         %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
//         messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//         %player.currWeaponSlot = %invPosition;
//      }
//   }
//}

90
General Discussion / My MSDOS Brick builder
« on: June 07, 2012, 01:36:14 PM »
I was bored and wanted to make a brick pack...
I was lazy in a way that i had to make a brick builder to make my 3x brick pack....
Soooo i wrote (in the most basic code ever) a brick builder!!!
If you take out the "modifier" REMs,  you can make all the bricks you make any times larger

All you need to do is enter what it tells you to do
X Y and Z are the variables for the brick
This doesn't make ramps or any special bricks...
By using this code (if you could call it that), I am not responsible for any computer problems you may have...

Go crazy, you can fill out all the entries with "snake" if you want to....
FYI All file info will be packed (server.cs, blb files, description, namecheck) all into a folder... MAKE SURE you compress the files into a zip with the name of the folder....

Here you go:
Code: [Select]
@echo OFF
@title MARBLE MAN's BRICK MAKER
set /p inf1=Name of bricks
set LOCATION=Brick_%inf1%
md %LOCATION%
set /p inf2=Your Alias
set /p inf3=BL_ID
set /p inf4=Brick Description
echo Name: %inf1% >> %LOCATION%\description.txt
echo Author: %inf2% >> %LOCATION%\description.txt
echo BL_ID: %inf3% >> %LOCATION%\description.txt
echo Description:  >> %LOCATION%\description.txt
echo %inf4% >> %LOCATION%\description.txt
echo Brick_%inf1% >> %LOCATION%\namecheck.txt
echo README: >> README.txt
echo Please compress all the files into "Brick_%inf1%.zip" otherwise this will not work!!! >> README.txt
echo Thank you for using MARBLE MAN's MSDOS Brick maker! >> README.txt
echo //MADE WITH MARBLE MAN'S BRICK BUILDER >> %LOCATION%\server.cs
set /p cat=Category
REM set /p mod=Modifier (1 if none)
echo Use Brick Icons? (named the same as the brick)
echo 1 - Yes
echo 2 - No
set /p brickicon=
:loop
set ex=x
set open={
set close=};
cls
set /p sub=SubCategory
set /p x=X
set /p y=Y
set /p z=Z
REM set /a x=%mod%*%x%
REM set /a y=%mod%*%y%
REM set /a z=%mod%*%z%
if "%z%" == "1" goto flatbrick
set brick=%x%%ex%%y%%ex%%z%
echo %x% %y% %z% > %LOCATION%\%brick%.blb
echo BRICK >> %LOCATION%\%brick%.blb
goto end

:flatbrick
set brick=%x%%ex%%y%F
echo %x% %y% 1 > %LOCATION%\%brick%.blb
echo BRICK >> %LOCATION%\%brick%.blb
goto end

:end
REM SERVER.CS STUFF
echo datablock fxDTSBrickData(brick%brick%Data) >> %LOCATION%\server.cs
echo %open% >> %LOCATION%\server.cs
echo BrickFile = "./%brick%.blb"; >> %LOCATION%\server.cs
echo category = "%cat%"; >> %LOCATION%\server.cs
echo subCategory = "%sub%"; >> %LOCATION%\server.cs
echo uiName = "%brick%"; >> %LOCATION%\server.cs
if "%brickicon%" == "1" echo IconName = "Add-ons/Brick_%inf1%/%brick%"; >> %LOCATION%\server.cs
echo %close% >> %LOCATION%\server.cs
REM SERVER.CS STUFF
echo brick done!
echo.
echo BRICK
echo.
type %LOCATION%\%brick%.blb
echo.
echo SERVER
echo.
type %LOCATION%\server.cs
echo.
pause >nul
goto loop
copy and paste the code into note pad and save as "BrickBuilder.bat" to make this work....

Tell me what you think (please don't rate)
There are some bugs... I really don't care if you point them out..

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