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Topics - Greek2me

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91
Off Topic / What song are you listening to right now?
« on: February 05, 2013, 10:46:38 PM »
Post what song you're listening to right now.


I'll start with this:
https://soundcloud.com/falloutboy/04-sugar-were-goin-down

Edit: Post a link to it!

93
Modification Help / Build Cycle (it cycles minigames, too!)
« on: January 20, 2013, 12:17:19 PM »
Development ended:

Development of the build cycle has ended (likely permanently). However, I'm moving on to better things in the form of the Game Mode Cycle. Please direct further questions to that topic.

Go here: http://forum.blockland.us/index.php?topic=272856.0






Build Cycle
It cycles through builds!

Introducing the Build Cycle! Featuring a (almost complete) GUI, plenty of commands and customization, and more.


This mod allows you to:
 - Create a build rotation that changes between builds every specified number of minigame rounds.
 - Use a different minigame for each build!
 - Shuffle the builds
 - Commands (and GUI) for start, stop, next, go to, etc.
 - Easy addition/editing of builds with the GUI (or command)
 - some other things I can't remember

Quote
WARNING

Remember, this is only a beta. There will be bugs. People will die. Do your part to make the mod safer. Report all bugs to pest control here.

Quote
DOWNLOAD

Script_BuildCycle.zip

REQUIREMENTS

This mod requires the latest version of Gamemode_Slayer. Please download it here.

Quote
INSTRUCTIONS

You can access the GUI with a keybind or through the Slayer GUI.
You can also use the command /buildcycle to change settings.

ADDING BUILDS/MINIGAMES
Command method: Type /buildCycle Add and additional instructions will be displayed on screen. This is a bit more reliable than the GUI. USE THIS IF GUI DOES NOT WORK

GUI Method: Open GUI, click "New", and select the save file and minigame config file.

STARTING THE BUILD CYCLE
Type /buildCycle start, or click the button in the GUI. If you want to have a minigame in your build cycle, start the minigame first.

Quote
MINIGAME CONFIG FILES

Here I'll tell you how to get the minigame settings working. This is probably confusing for some people.

Set up the minigame how you want it. Once it's all working the way you want, go to the Advanced tab of the Slayer GUI. Click on the button that says "Save/Load Config". Type in a name for it and click "Save".

You can now use this config file in a build by typing /buildCycle add Your Savefile Name; your config file

It's a little complicated right now, but you should be able to figure it out. Remember to report any bugs to the link above. Yes, it will become easier to use in the future.

94
General Discussion / [Discussion] Dogfight Server Builds, post-v21
« on: January 01, 2013, 06:20:14 PM »
Dogfight servers, in my opinion, can be some of the most fun, diverse, and team-building servers in the game. The first Blockland server I ever joined was the ScatteredSpace Dogfight (Wizard's) and I've been hooked since then. That server is gone now, because of the removal of terrain, but I don't want dogfight servers to become a thing of the past.

The challenge to hosting a dogfight in present-day Blockland lies in creating a large enough area for flying and maneuvering.

Please post your thoughts on how we can construct a suitable replacement for maps like this (and also for dogfight-over-land maps), and any building strategies that you would like to share.


95
General Discussion / Strange Particles...
« on: December 09, 2012, 08:34:49 AM »
Does anybody else have strange particles like this with shaders on?

Shaders Off:


Shaders On:


I'm guessing the cause is just that my graphics are terrible.

96
Game Modes / Pirate Capture the Flag
« on: October 14, 2012, 02:23:45 PM »
The default Pirate DM, CTF Style!

There are two teams: Red and Blue
There are 3 flags: Red, Blue, and Island
There are 2 capture points: Large Island and Small Island
There is one other thing: Fun!

Requirements:
Gamemode_Slayer
Gamemode_Slayer_CTF

Download Mirrors:
RTB
Greekmods


97
Modification Help / [RESOURCE] Custom Torque Markup Language Parser (v1)
« on: October 06, 2012, 10:29:51 AM »
Beautiful text formatting in Blockland? Impossible, you say!

Impossible no more! Here's some examples of what you can do with this custom TML parser:



You can view the source and usage info here: http://pastebin.com/JxMzWwYh

Download here: http://greekmods.webs.com/mods/Support_TMLParser/Support_TMLParser.zip

Edit: Oops, I forgot to include the images for the bullets...

98

I'm looking for people interested in modelling a Deathball flag for Slayer's CTF gamemode (and for possible use in an upcoming gamemode). The Deathball is basically a skull that is held in the player's hands. Maybe it should have a green texture in the eye sockets? I don't know, that's for you to figure out. Make your Deathball look however you want.

I will choose the best looking Deathball for CTF. Your prize is my thanks, credits in the CTF mod, and the joy of seeing your Deathball being used on CTF servers.

Thanks!




Submissions

Phydeoux
[WINNER] Demian (1)
Demian (2)

99
Modification Help / Unable to mount images to desired slot on player
« on: August 25, 2012, 05:52:19 PM »
I would like to mount an image to the player at $HipSlot (7). However, I seem to only be able to mount images to $RightHandSlot(0) and $BackSlot (2). Does anyone know why this happens or how I can fix it?

100
Modification Help / [Resource] All Torque Appendixes (A, B, C, D)
« on: July 04, 2012, 11:43:20 AM »
I recently found all of the Torque appendixes online. I'm not really sure how useful they are, but I thought I would post them here.

Appendix A - Quick References
Appendix B - GPGT Lesson Kit Docs
Appendix C - Combined Maze Runner Lessons
Appendix D - GPGT Lists

Keep in mind that some of these might be somewhat useless.

101
Modification Help / [Resource] Text Anchors (tags)
« on: May 04, 2012, 06:12:45 PM »
This allows you to place links in GuiMLTextCtrl's to anchors that are farther down the page. When the link is clicked, the page will scroll down until the anchor is at the top of the page.

The Anchor (tag):
Quote
<tag:tagID>
TagID must be an integer.

The Link:
Quote
<a:#tagID>This is a link!</a>
TagID must be an integer that matches up with a <tag> on the page.

Example:
Quote
<tag:0>Blah blah blah this is my example page. <a:#1>Click here</a> to view cool stuff farther down the page about goldfish. You can also go <a:#2>here</a> to view other cool stuff.

-snip-

<tag:1>This is where the cool stuff about goldfish goes. When you click the link above, you'll be brought here.

-snip-

<tag:2>This is where the other cool stuff goes.

<a:#0>Click here to go back to the top of the page.</a>

This code is required:
Code: [Select]
package TextAnchors
{
function GuiMLTextCtrl::onURL(%this,%url)
{
%firstChar = getSubStr(%url,0,1);
if(%firstChar $= "#")
{
//scroll to the bottom first
//this fixes a bug in TorqueScript that makes obj.scrollToTag not work properly
%parentObj = %this.getGroup();
if(isObject(%parentObj) && isFunction(%parentObj.getClassName(),"scrollToBottom"))
%parentObj.scrollToBottom();

//now scroll back up to the tag
%restChars = getSubStr(%url,1,strLen(%url));
%this.scrollToTag(%restChars);
}
else
{
return parent::onURL(%this,%url);
}
}
};
activatePackage(TextAnchors);

This only works in GuiMLTextCtrl's that are children of GuiMLScrollCtrl's.



This is a pretty good example of its use: http://greekmods.webs.com/mods/Gamemode_Slayer/Help/help_Release.txt

102
Modification Help / Plant a brick on top of another?
« on: April 09, 2012, 11:13:15 AM »
We have a project going on over at SS, but we aren't sure how to plant one brick on top of another. How is this done so that they are structurally connected?

EDIT: This is the current code: https://etherpad.mozilla.org/ep/pad/view/ro.0MRCP6Rc-iy/latest

103
Modification Help / [Resource] Default Client Message Callbacks
« on: April 05, 2012, 09:41:58 PM »
These can be quite useful.

Listed by ID, then name.
Quote
2, handleClientInYourMiniGame
3, handleClientJoin
4, handleInitTeams
5, handleAddTeam
6, handleRemoveTeam
7, handleSetTeamName
8, handleAddClientToTeam
9, handleRemoveClientFromTeam
10, handleSetTeamCaptain
11, handleLoadInfoMessage
12, handleLoadDescriptionMessage
13, handleLoadMapPictureMessage
14, handleLoadInfoDoneMessage
15, handleConnectionErrorMessage
16, handleYourDeath
17, handleYourSpawn
18, handleError
19, handleAdminForce
20, handleClearBricks
21, handlePlantError
22, handlePlantError
23, handlePlantError
24, handlePlantError
25, handlePlantError
26, handlePlantError
27, handlePlantError
28, handlePlantError
29, handlePlantError
30, handlePlantError
31, handlePlantError
32, handleItemPickup
33, handleDropItem
34, handleClearInv
35, handleHilightInv
36, handleEquipInv
37, handleDeEquipInv
38, handleSetInvData
39, handleStartTalking
40, handleStopTalking
41, handleUploadStart
42, handleUploadEnd
43, handleProcessComplete

I got these by starting Blockland in trace mode.

104
Modification Help / UI Name Table for playertypes? [Solved]
« on: March 29, 2012, 03:21:37 PM »
EDIT: Solved but highly inefficient. Please see this post: http://forum.blockland.us/index.php?topic=190126.msg5103849#msg5103849
solved

So the client-sided UI Name Table has values for bricks, emitters, items, lights, music, and vehicles:
Code: [Select]
$uiNameTable["4x8F"] = "258";
$uiNameTable_Emitters["Arrow Stick"] = "1176";
$uiNameTable_Items["bow"] = "1182";
$uiNameTable_Lights["Blue Light"] = "1349";
$uiNameTable_Music["After School Special"] = "1483";
$uiNameTable_Vehicle["Ball"] = "1248";

This lets you find the IDs for those types of objects.. But what about playertypes? How would I get the playertype's ID from its name, client-side?

105
Suggestions & Requests / Forum Based Key Recovery
« on: March 17, 2012, 11:27:16 PM »
The forums are already linked into the user database with the BL IDs, so why not add a button that allows you to view your Blockland key?

This way if you no longer have the email you registered with you can still retrieve your key.

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