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Messages - kobble

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61
Gallery / Re: DEFAULT BUILD CATALOGUE
« on: July 14, 2016, 04:27:09 PM »
Most of my builds are default, and mostly released also, like my Castle, Sloop and Galleon (links to topics)
Also a Rocket and Space base  (direct dropbox link)
 
I might have more later.

62
Help / Re: I need help with the bots on my game... [again]
« on: June 09, 2016, 04:27:12 AM »
The set health event does not change the max health, only the current health.
So if you want a bot with more than 100 health, I would do what Blockhead said, change the datablocks of the bot to a playertype with high health, then use the set health event since the value will be below the max.

63
This is just completing the square.

First you half the x coefficient (i.e 14/2 = 7) and set that = a
So you have:

(x-7)^2 + b

Then expand the brackets:

x^2 - 14x + 49 + b

Then looking at the constants, you know that 49 + b = 44
From this you find what b is: b = 44-49 = -5
Then the final answer is:

(x-7)^2 - 5

There are various ways to do this depending on how you were taught.


64
Suggestions & Requests / Re: Event_WeatherChange
« on: May 09, 2016, 11:50:27 AM »
Environment control events should cover what you need. You can download it here: https://blocklandglass.com/rtb/addon.php?id=Event_EnvControl.zip

More detail for how it works is here: https://forum.blockland.us/index.php?topic=204412.0

65
Help / Re: Bricks that don't exist but still have collision.
« on: April 19, 2016, 02:39:24 PM »

Here is Tony hammering it.

66
This should work
https://blocklandglass.com/rtb/addon.php?id=Tool_Fill_Printer.zip

If that download doesn't work you should be able to find it in other rtb archives.

67
Gallery / Re: Kobble's Savedump
« on: March 12, 2016, 02:39:32 PM »

68
Gallery / Kobble's Savedump
« on: March 12, 2016, 09:36:14 AM »
Someone told me it would be a good idea to dump my saves on the forums, so here are some of the more complete things
I will briefly go through everything contained. Underlined items are more complete/more interesting.
Excuse the occasional interesting spelling choice.

  • 1980s space base - A small classic space styled base in a crater. Already posted here
  • Buildcore - A prototype for what would later become power panic, click the button to rebuild the core
  • Camp thing - A desert camp with a brickbuilt tank. Preview
  • Castle wall + corner - Self explanatory
  • Church - Self explanatory, but I cannot remember how complete this is
  • Clearing - A clearing with a small tower. Designed for small deathmatches with flintlock weapons
  • ClearingRainEnabled - Same as above with zonebricks lining the roof of the tower
  • Deouum - A Doom inspired fps. The only reason I couldn't finish this is because I didn't know how to end it. It shouldn't be too hard to set up and play if you want to. Preview 123
  • Desert ruins deathmatch - Self explanatory. Includes bots to fight
  • Dragons lair - A small cave with lava and gold in it
  • Facades - A street for the start of Sector E 2. I don't know if I will go any further than this
  • Galleon - Self explanatory. Already posted here
  • hauswithterrain - An old house I built with disgustingly flat terrain. The people I showed it seemed to like it though.
  • Kobble Cove - A section of coast. Already posted here
  • Little Industry - A small industrial deathmatch arena. Preview
  • Manor - An unfinished manor designed for a thief gamemode
  • Variations on Merpmap - A map for a mini empires roleplay I hosted a while back. Its fairly small and flat and while that suited my tastes, it might not suit yours
  • Museum - Very old museum I don't remember well.
  • Pirate bar - Self explanatory
  • Pirate Island Fortified and Treed - The brickbuilt island I made a while ago with a pirate fort and trees on it
  • plane - A small plane. Not much to look at but the propellers are evented to 'spin'
  • Random DMs - Various quake styled DM arenas. All but the Jungle DM are finished and have been posted here
  • Random sea fort - Small fort designed to poke out from the sea.
  • Rockpill - An underground cave with a tower of crates that can be built bit by bit. Designed for some sort of zombie/monster defence
  • RockTerrain with rocket - Self explanatory. Already posted here
  • Rockwall - Self explanatory
  • Shooting range - Self explanatory
  • Sloop - A small ship, already posted here
  • Small Castle - A small castle, already posted here
  • Sorting office - A map designed for super creeper
  • Story thing - An old attempt at a singleplayer gamemode. Not much to see here.
  • Terrained village - Self explanatory. Rather incomplete iirc
  • Train - A steam engine pulling passengers and goods. Uses the tree projectile to emulate movement
  • Warehouse DM improved - Very old, but I remember it being fun at the time.

Download here

I would advise using something like save checker to see what addons are required. In terms of coloursets, Truenos is usually a safe bet.

69
Game Modes / Re: Power Panic!
« on: September 18, 2015, 01:08:53 PM »
Why include a server.cs if you don't use it?
I had forgotten that was there. It is now removed.

70
Game Modes / Power Panic!
« on: September 18, 2015, 06:33:38 AM »
Power Panic
Restore the power to the mining facility before it is too late!

Description
Power Panic is a round based cooperative gamemode about restoring power.
The aim of the game is to restore power to all the rooms in the facility before time runs out.
Rooms will randomly lose power so you need to respond quickly.
Power is restored by clicking terminals till they have been clicked 100 times.
Do this while fending off a relentless zombie horde.

Preview
   

Notes
When you first spawn, click one of the red buttons to start the game.
Game is entirely default, there are no requirements.

Download



71
Gallery / Re: G.S.E. Passenger Ship - "Craeks"
« on: September 07, 2015, 03:13:38 AM »
Looks amazing, but I agree some colour could help distinguish some of the furniture from the walls/floor, although it might look better with shadows and lighting.

Also the download link is for a picture, not the save.

72
Game Modes / Re: Sector E (Single player FPS)
« on: August 14, 2015, 03:58:42 AM »
How do you put on the tactical vest?
CONFUSED, I AM

Just hold it out and click once.

73
General Discussion / Re: Server idea: Space Trouble.
« on: August 13, 2015, 02:44:31 PM »
I made something like this a while back using power terminals that all had to be on by the end of a timer. They were powered by rapid clicking so it got a bit tedious.
I am interested to see how this turns out.

74
Suggestions & Requests / Re: Blockland Blender Models
« on: August 13, 2015, 07:38:45 AM »
Here are all the default models
http://forum.blockland.us/index.php?topic=168596.0

I think there was a better blockhead rig with extra posability but I don't remember who made it.

75
General Discussion / Re: Blockland Development
« on: August 08, 2015, 11:17:26 AM »
After all, the game is old now and should just be remade or abandoned.
This is a terrible attitude. Just because something has limitations doesn't mean you should entirely give up on it.

Can you offer your creative solutions around these?
Precipitation going through buildings can be solved with zone bricks lining the ceilings. If you compare recent vehicles to older ones the handling is definitely improved. The fog line can be avoided if the fog distance is lower than the view distance. Transparency is something situational, but I have worked around it in the past, and I haven't encountered whatever the other things you mentioned.

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