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Topics - tber123

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136
Suggestions & Requests / Auto-generate addons/bricks used in a save
« on: February 21, 2014, 09:29:16 PM »
There should be an addon that auto-generates addons/bricks used in a save. Apparently RTB had one.
RTB had one. Oops.

It would be easy to make a list of all the brick types, but finding the respective add-ons would be a bit more tricky.

http://forum.blockland.us/index.php?topic=252499.0 <Similar post about this, just incase.

137
Is there a way to generate a list of bricks used in a save? There was this one save in the gallery with an automatically generated list of addons and bricks in the topic. Having every single addon/brick pack enabled at once isn't an option every time I load a save from the forums, or even some of my own builds.

138
General Discussion / What is your opinion on co-op type servers?
« on: February 18, 2014, 08:31:15 PM »
In my opinion, a coop server/gamemode would be far more interesting than a CityRP(Deathmatch simulator), Super Murder Mystery(deathmatch simulator with a revival system, because some people don't know how to play at all), or a deathmatch(Sure, theres the occasional one with a unique build/weapons.....). Anyone remember Cucumberdude(I think thats who it was)'s Coop challenge server or Endless Zombies? I've seen only a few servers where you fight human-ish AI enemies(bots).

Side note
I've been thinking of doing a coop build for a while where you and 9 other friends go down a mountainside and fight AI bots that do NOT respawn when killed. Its finished, but Minigame events love to screw up when I reload a save. Instead of Onminigamereset-->self-->setbottype-->blockhead, its something random when I reload. Instead of Blockhead for set bot type, its usually a horse. Onbotkilled>Setbottype>None works fine, though.

139
Suggestions & Requests / "Gun" grenade and a revival system
« on: February 17, 2014, 08:47:37 PM »
Sten Gun
Click to throw, and on contact the gun will shoot where the barrel is pointing. A unstable gun used as a GRENADE. How crazy is that?

Revival system
Upon running out of health, the player is forced to crouch and must be clicked a certain number of times to be revived. The player will bleed slowly. Any attack that does more than 100 damage(or more/less) will bypass the incapacitated state and kill the victim. Downed players will have an icon over them, like Left 4 Block.

"Last Chance" Hit point to go with it, if possible
Any attack that would normally kill the player will leave the player with 1 health and 1 second of invincibility. This only happens ONCE per life. Get hit again, and its either incapacitation or death, depending on how damaging the attack was.

Blockhead A was shot with 30 health left. The attack did 30 damage. Blockhead A now has 1 health left and ONE second of invincibility. Blockhead A was shot again. Blockhead A was downed.

http://tvtropes.org/pmwiki/pmwiki.php/Main/LastChanceHitPoint


You don't have to make this exactly. If its literally impossible to make in BL, or too hard to make without being hacky/likely to be failbinned/craponed, then you don't have to  put that feature in.

140
Suggestions & Requests / "Bots stay dead" setting
« on: February 16, 2014, 07:13:24 PM »
Could someone make an addon that would make bots STAY DEAD untill minigame reset? I know I could use events to do that, but the events LOVE to screw up when I reload the save (Instead of onminigamereset>SetBot>Blockhead its Setbot>Zombie or something else.) Setting bot respawn time to -1 does nothing in both the bot settings and slayer, maximum respawn time is 360.

141
General Discussion / Loading screens?
« on: February 16, 2014, 06:54:44 PM »
Would it be possible to have loading screens back? (Anyone remember V20? Bedroom? Kitchen? GSF maps? They had loading screens.)

It would be neat if they shown what skybox there is or a custom server image.
There is currently one that says "LOADING"

If you want a loading screen that displays your Blockland Screenshots, get elm's BlockCam.

EDIT: If you're talking about custom ones based off of the skyboxes, then disregard above.

142
How well would a Turn Based game work in Blockland? Two scenarios: A simple game where its just "Its your turn, move that soldier over here and use up your last few Time Units to attack the guy", or something more complicated like X-COM where in addition to Time Units/Action Points, there are things like morale and panicking, firing accuracy, and some other stuff. Would Mini Empires Bricks work well with a turn based gamemode if the brick pack was modified or turned into bots? How well would it also work if it was either PvP or Player vs AI/Himself(Either vs an AI or the player controls both sides).

143
Suggestions & Requests / Turn Based gamemode
« on: February 08, 2014, 06:56:17 PM »
There should be a Turn Based Tactics mode where you control a small group of soldiers. The Mini Empires Pack could easily be modified to suit this, although someone would have to make models facing diagonally, or turn them into bots.. It already has miniature blockheads with different poses(death/sitting/crouching), and weapons along with flags and other bricks. Soldiers should have randomized statistics when they spawn, such as Firing Accuracy, Time Units(Points to move/shoot/do something), Health, Reactions(Chance to shoot a enemy when it moves/shoots if it has enough Time Units), and Bravery.

Firing Modes
There are 3 firing modes: Snap Shot(Default for Reaction fire, least amount of Time Units, medium accuracy), Auto Shot(fires 3 shots, Medium time unit cost, least accurate), and Aimed Shot(Most Time Units, Most accurate)
What is Firing Accuracy?
Exactly what it says. How "accurate" a soldier will be when he/she shoots. The bullet will have a random spread attached to it, which could hit either a brick, a friendly, an enemy, or nothing. More Firing Accuracy=Less spread, increasing the chances of hitting something and reducing the chances of a teamkill. Accuracy decreases with range. Sniper rifles get more accurate the further they are from the enemy, but someone else must spot them for the sniper to fire outside of his line of sight.(Think Squad Sight from Xcom.) [/s]Crouching/Proning will increase accuracy.

Line Of Sight
Soldiers have a line of sight in which they are able to shoot enemies from. Line Of Sight can be bypassed if another soldier spots the enemy, allowing one soldier to be a spotter while a sniper from the other side of the build shoots the enemy. The catch is, if the spotter dies, the sniper will be useless untill he moves closer or someone else spots the enemy. Any soldier that spots an enemy will immediately stop in his/her tracks, allowing the player to decide whether to keep moving or to fire. Soldiers do not have 360 degree vision, and looking around will cost Time Units.

Time Units
Every soldier has "Time Units", which allows them to do actions. Sitting/Crouching/Looking will cost Time Units, and so will moving and shooting.

Health
Health affects how much damage a soldier can take. Soldiers are randomly incapacitated(Can be revived, but has a hefty Time Unit cost and takes effect the next turn) or killed when health runs out. Revived soldiers get 1/2 their health and penalties to statistics. Health is not on a scale of 1-100, But on a smaller scale. Something like 1-12. Default health for regular soldiers is 8, but due to random stats for soldiers, it could be 10 or 6, or inbetween.

Damage
Weapons do a random amount of damage. Weapons have base damage, and the damage randomization will mean it will either do the base damage, or deviate from it by 2. Critical Hits are random and cause more damage.

Fatal Wounds
Getting shot has a random chance of causing Fatal Wounds, which causes the soldier to bleed 1 health EVERY turn unless another soldier patches him up(Hefty Time Unit cost again, and immobilizes both of the soldiers for a turn.).

Reaction Fire
When a enemy moves/attacks, the Reaction statistic gives a random chance of the soldiers that spot them the ability to shoot back. If an enemy uses Auto Shot, they fire all 3 shots before the reaction fire takes affect. Reaction Fire is always Snap Shot. Reaction fire can only happen if the soldier has enough Time Units. Soldier B of Player 1 spots Soldier A of player 2. Soldier B's reaction statistic grants it the ability to randomly Snap Shot Soldier A when it moves or fires.

Bravery
Affects the chance of a soldier panicking. If it falls below 1/2 the maximum value, any bravery-reducing action(Getting shot, Teammate getting shot/killed) can randomly cause the soldier to panic on his next turn.
Player 1 shoots Soldier A of Player 2. Player 1's soldiers run out of Time Units and he ends his turn. Soldier A panics.

At this point, the panicking soldier does either of these things: Move randomly or shoot randomly, but with reduced accuracy. After panicking, the soldier loses all his Time Units and cannot be used again until the next turn.


Turns
One turn at a time. For example, it is Player 1's turn. He moves all of his soldiers closer to player 2. Player 1 ends his turn. It is now player 2's turn, and he fires at Player 1's troops.

[size=15ptPOSSIBLE ]Variations of this[/size]
1:Player Vs Player
2:Player vs AI (The other side is AI-controlled.)
3: Player vs himself (One player controls BOTH sides.)

Advice on weapons
Please don't make pistols HANDHELD SNIPER RIFLES. Its not Call Of Duty or any regular FPS. Don't make shotguns "COD-Style" or "Unrealisticly short ranged" either. Make a shotgun have more range than a pistol, since its more logical(Longer barrel). Snipers should be more accurate when sitting/laying down, to avoid being OP. Every soldier has one weapon and one weapon only.


Bricks
There should be gamemode bricks, obviously. One for Player 1's soldiers to spawn, Another one for Player 2/The AI(If P vs AI is chosen), and (optionally), objective bricks like flags, capture points, etc.
The Gamemode itself
It should have customizable settings, such as "How many soldiers on each side? Do I want 1vs12? 12vs12? 16vs16?".

Final Words
Anyone who grew up in 1994 may notice this is almost like "X-COM:Ufo Defense/UFO:Enemy Unknown on Blockland". Thats true, but theres no Geoscape, only a Battlescape.

If theres anything I missed, tell me and I'll add it in later. This took a long time to type, I think I forgot something here.

2/2/7/2014 update: Made it sound less "bossy".

144
Suggestions & Requests / Weapon Proficency
« on: February 08, 2014, 06:00:07 PM »
Weapon Proficiency is what it sounds like, as in becoming more proficient with weapons by damaging things. Damaging someone(player/bot/vehicle) will add a little bit of "proficiency", and killing someone(player,bot,vehicle) will give a bigger bonus.This can be done with a weapon set/single weapon if its impossible to script.

Weapon level 1:Untrained
The gun has more spread than its default value(ex. Default gun now has spread, even though it had none before this addon.).

Weapon level 2:Trained
Half the spread when firing. (Spread on gun X now has 1/2 the spread it has when untrained.)

Weapon Level 3:Marksman
The weapon now has its original spread(Default gun no longer sprays everywhere when you shoot, for example.)

Proficiency should reset on death. Why weapon proficiency? Because you can't just pick up a gun with no training and snipe someone with it.

145
How come every single weapon that has iron sighting as a feature always uses rightclick to ironsight? Why not the zoom key?

146
Suggestions & Requests / Votekick that bans the instigator when it fails?
« on: January 20, 2014, 07:11:16 PM »
Would it be possible for Votekick to backfire and ban the instigator if it fails? I remember playing on Ibans Afganistan DM way back before v20(I remember it was V13-V16), and the votekick would ban the instigator instead if it failed.

EDIT:On second thought, it shouldn't be the first time, it should be multiple votekicks failed, or based on how badly it fails, maybe even both.
*Blockhead123456 starts a votekick after the last one fails, majority vote no*
*Votekick fails*
*Ban*

It would be more sensible to ban the instigator if he/she started multiple votekicks that fail in a variable time frame, not at the first time a votekick fails.
It should also depend on how badly it fails.

Or replace votekick with either:
-A gamemode/build that doesn't require babysitting.
-Competent admins.

147
AoT General / clothes?
« on: January 15, 2014, 09:25:55 AM »
Are there any other clothes in AoT other than the default shirt and pants? Screenshots of AoT showed a variety of clothes, some of them skirts, some of them different colored shirts/pants.

148
Suggestions & Requests / Galaga Arrangement music
« on: December 30, 2013, 07:06:22 PM »
Could someone do the music from Galaga Arrangement?(Asteroid and Nebula zone music). I loved playing this on the PS2 as a kid.

149
Suggestions & Requests / XCOM:Enemy Unknown weapons?
« on: December 26, 2013, 11:29:34 PM »
Would it be possible for someone to make Xcom:Enemy Unknown weapons? It should have no reloading/ammo systemMaybe reloading, but no limited ammo., and 3 types of weapons: Normal weapons(guns,lasers,etc), Alien weapons(plasma pistols/rifles/etc), and EXALT weapons.

150
Would it be possible for an addon that shows the player name if you put the crosshair over them? Im asking this because I recently tried to host a Super Murder Mystery server, but everyone treated it like a glorified deathmatch. SMM gives everyone "real names" instead of usernames, so its difficult to kick/ban people.

Example: Blockhead1452 joins a SMM server. He starts deathmatching, but everyone sees his name as "John Doe". With this addon, I put the crosshair over him(even if Im dead and spectating), get his name in bottom print, and prepare the banhammer.

Before anyone asks, I know how to edit what addons a gamemode picks.

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