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Topics - Gen. Hothauser

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31
Help / Issue with my blockhead faces
« on: November 05, 2013, 09:36:09 PM »
I have been making some faces that are for facial animations for bots, and I have come across something really weird.

Some info people would ask about:
-I used GIMP to create the faces
-File format for all of my faces is .png
-I have packaged everything completely (faces are 256x256, thumbs are 64x64 and in a thumb folder, I have a description.txt, zipped)
-I have put my zipped folder in the Add-Ons folder

The left picture is what it should look like, the right is what it looks like in-game:



My issue is that if you look under the eyes in the right picture, there looks to be segments of the iris and pupil under the black outline.  Also, under the mouth (though it make be difficult to see), there is some pink color, as there is also under the lip outline.  The weird thing is that these "phantom" colors (the ones near the mouth) are actually part of other faces in my face pack (the pink comes from faces that show the inside of the mouth and with the tongue), but the "phantom" colors under the eyes seem like they are from an old version of the eyes (which were smaller and lower).  I have scanned through my .xcf (GIMP file format) versions of this and all of the other faces (because they all have these issues) and I could not see nor erase these "phantom" colors, leading me to suspect that there is an issue with Blockland and the faces.

Anyone know why this is happening?  Is there something I'm missing with GIMP that I didn't check that would cause this?

32
Suggestions & Requests / VCE_ModifyVariableAll and VCE_IfVariableAny
« on: October 04, 2013, 09:06:02 PM »
I have requested this twice before, and (I think) was worked on for a bit by someone, but was never finished.  Could someone make it?

Description:

This output event modifies the specified variable of all players.

Example:

Code: [Select]
[Onrelay] [Minigame] [VCE_ModifyVariableAll] [Hunger] [Subtract] [1]
In the above example, every time a brick fires a relay, every minigame-engaged person's Hunger variable loses an amount of 1.



IfVariableAny would check if anyone's variable is the specified amount

Example:

Code: [Select]
[2] [Onrelay] [Minigame] [VCE_IfVariableAny] [Hunger] [==] [0] [3 3]
[3] [OnVariableTrue] [Player] [Respawn]
In the above example, when a relay is fired, a conditional is set up where if any player's Hunger variable dips to 0, they are respawned.

33
Suggestions & Requests / Wine and beer bottle bricks
« on: September 22, 2013, 09:54:59 PM »
Can someone make a wine bottle brick and beer bottle brick?

34
Help / Issue with OnPlayerTalk
« on: September 20, 2013, 04:16:49 PM »
OnPlayerTalk doesn't work with the Player target.  Can someone fix it?

35
Suggestions & Requests / 1x1 halfbrick print brick
« on: September 19, 2013, 08:27:14 PM »
I am requesting a 1x1 halfbrick-sized (two plates high) print brick with one printed side.

36
Modification Help / Print Brick help
« on: September 18, 2013, 09:55:10 PM »
I need a 1x1 halfbrick-sized print brick with a special print that is a brick side texture with the default numbers on them.  I attempted to make a halfbrick print brick by copying the default 1x1 print brick's .blb and editing it.  But, when I plant the brick in game, I cannot open the print menu using the printer, I cannot change the print on the brick.  Where did I go wrong?

Code: [Select]
1 1 2
SPECIAL

u
d
//COLLISION
1

0 0 0
1 1 2
----------------top quads:
1

TEX:TOP
POSITION:
-0.5 -0.5 1.0
-0.5 0.5 1.0
0.5 0.5 1.0
0.5 -0.5 1.0
UV COORDS:
1 0
1 1
0 1
0 0
NORMALS:
0 0 1
0 0 1
0 0 1
0 0 1
----------------bottom quads:
4

TEX:BOTTOMEDGE
POSITION:
-0.5 -0.5 -1.0
0.5 -0.5 -1.0
0.0 0 -1.0
-0.0 0 -1.0
UV COORDS:
0.2 0
0.7 0
0.7 0.5
0.2 0.5
NORMALS:
0 0 -1
0 0 -1
0 0 -1
0 0 -1

TEX:BOTTOMEDGE
POSITION:
-0.0 0 -1.0
0.0 0 -1.0
0.5 0.5 -1.0
-0.5 0.5 -1.0
UV COORDS:
0.2 0.5
0.7 0.5
0.7 0
0.2 0
NORMALS:
0 0 -1
0 0 -1
0 0 -1
0 0 -1

TEX:BOTTOMEDGE
POSITION:
-0.0 0 -1.0
-0.0 0 -1.0
-0.5 0.5 -1.0
-0.5 -0.5 -1.0
UV COORDS:
0.2 0.5
0.7 0.5
0.7 0
0.2 0
NORMALS:
0 0 -1
0 0 -1
0 0 -1
0 0 -1

TEX:BOTTOMEDGE
POSITION:
0.5 -0.5 -1.0
0.5 0.5 -1.0
0.0 0 -1.0
0.0 0 -1.0
UV COORDS:
0.2 0
0.7 0
0.7 0.5
0.2 0.5
NORMALS:
0 0 -1
0 0 -1
0 0 -1
0 0 -1
----------------north quads:
1

TEX:SIDE
POSITION:
-0.5 0.5 1.0
-0.5 0.5 -1.0
0.5 0.5 -1.0
0.5 0.5 1.0
UV COORDS:
1.02 0
1.02 1
-0.02 1
-0.02 0
NORMALS:
0 1 0
0 1 0
0 1 0
0 1 0
----------------east quads:
1

TEX:SIDE
POSITION:
0.5 -0.5 1.0
0.5 0.5 1.0
0.5 0.5 -1.0
0.5 -0.5 -1.0
UV COORDS:
-0.02 0
1.02 0
1.02 1
-0.02 1
NORMALS:
1 0 0
1 0 0
1 0 0
1 0 0
----------------south quads:
1

TEX:PRINT
POSITION:
0.5 -0.5 1.0
0.5 -0.5 -1.0
-0.5 -0.5 -1.0
-0.5 -0.5 1.0
UV COORDS:
1 0
1 1
0 1
0 0
NORMALS:
0 -1 0
0 -1 0
0 -1 0
0 -1 0
----------------west quads:
1

TEX:SIDE
POSITION:
-0.5 -0.5 -1.0
-0.5 0.5 -1.0
-0.5 0.5 1.0
-0.5 -0.5 1.0
UV COORDS:
1.02 1
-0.02 1
-0.02 0
1.02 0
NORMALS:
-1 0 0
-1 0 0
-1 0 0
-1 0 0
----------------omni quads:
0

by the way, if you didn't know, halfbricks are two plates tall.

[edit]

Also, in what folder are all of the default prints.  I can't find them.

wow, in Add-ons.  Never would have thought.

37
Help / Issue with the input event OnPlayerTouch
« on: September 15, 2013, 11:43:43 PM »
I am experiencing an issue with OnPlayerTouch - it doesn't work in certain situations.

Some background: I am using this for my Event based CRPG.  To test out my food system, I made an apple.  To make this apple work, you click it, a message appears asking "Would you like to pick up some Apples?".  In response to this, the player says "Yes".  Another message appears asking "How many would you like to pick up?", and the player types in a number less than or equal to the carriable space they have left for food.

This works perfectly when the apple is on the map floor away from any other brick, which is where I initially made it.  I then duplicated it into the build it was intended for (such that the apple was surrounded by bricks), and when I tested (activated) it, only the "Would you like to pick up some Apples?" message appeared (which was based on an OnActivate input).  When I tried typing "Yes", nothing happened.

After being discouraged by this issue and doing other things, I came back to the apple to run some diagnostic tests.  My first test, I planted a brick on top of another brick that is in the build where the apple is supposed to be (on the floor in a building).  On this brick, I evented the following:

Code: [Select]
[x] [0] [OnPlayerTalk] [Self] [SetColor] [red]

When I talked near this brick, the brick turned red, thus proving that OnPlayerTalk works when near other bricks.  After this, I used some VCE that is similar to the apple's system:

Code: [Select]
[x] [0] [OnPlayerTalk] [Self] [VCE_IfValue] [<var:gl:lastmsg>] [==] [Yes] [1 1]
[x] [1] [OnVariableTrue] [Self] [SetColor] [Red]

When I typed "Yes", the brick changed color, thus proving that OnPlayerTalk is compatible with at least that bit of VCE.  After this, I got impatient and copied the entirety of the apple's events onto this brick, and added some "OnVariableTrue/False>Self>SetColor" lines of events in there every time there was an Ifvalue or Ifvariable.  Regardless, nothing changed color - only the "Would you like to pick up some Apples?" message came up.  I will now attempt to replicate the problem area in the apple's events (idk the exact line numbers, just goin with what I remember).

Code: [Select]
[x] [5] [OnVariableTrue] [Client] [Chatmessage] [<color:00ff00>Grocery<color:ffffff>: Would you like to pick up some Apples?"]
[x] [6] [OnVariableTrue] [Player] [VCE_ModVariable] [FoodVariable] [Set] [Apple1A]
[x] [7] [OnPlayerTalk] [Player] [VCE_IfVariable] [FoodVariable] [==] [Apple1A] [8 8]
[x] [8] [OnVariableTrue] [Self] [VCE_IfValue] [<var:gl:lastmsg>] [Yes] [9 10]
[x] [9] [OnVariableTrue] [Client] [Chatmessage] [<color:00ff00>Grocery<color:ffffff>: How many would you like to pick up?]
[x] [10] [OnVariableTrue] [Player] [VCE_ModVariable] [FoodVariable] [Set] [Apple1B]
[x] [11] [OnPlayerTalk] [Player] [VCE_IfVariable] [FoodVariable] [==] [Apple1B] [12 12]
[x] [12] [OnVariableTrue] [Self] [VCE_IfValue] [<var:gl:lastmsg>] [<=] [<var:pl:FoodEmpty>] [13 17]
[x] [13] [OnVariableFalse] [Client] [Chatmessage] [<color:00ff00>Grocery<color:ffffff>: You did not enter a valise number.  Please try again.]
[x] [14] [OnVariableTrue] [Player] [VCE_ModVariable] [FoodTotal] [Add] [<var:gl:lastmsg>]
[x] [15] [OnVariableTrue] [Player] [VCE_ModVariable] [FoodEmpty] [Subtract] [1]
[x] [16] [OnVariableTrue] [Player] [VCE_ModVariable] [Apple] [Add] [<var:gl:lastmsg>]
[x] [17] [OnVariableTrue] [Self] [VCE_IfValue] [<var:gl:lastmsg>] [==] [1] [18
[x] [18] [OnVariableTrue] [Client] [Chatmessage] [<color:00ff00>Grocery<color:ffffff>: You have picked up one Apple.]
[x] [19] [OnvariableFalse] [Client] [Chatmessage] [<color:00ff00> Grocery<color:ffffff>: You have picked up the Apples.

That should be all that is necessary.  So, when this is on the brick, and I click it and say "Yes" while the brick is inside my build and on the floor, it doesn't give the "How many..." message.  After this, I duplicated it on to the map floor (far from other bricks) and it worked fine.  When I placed another brick near the one with events on the map floor (such as one brick away, two bricks away, etc.), if the brick is right next to the evented brick, nothing happens beyond the initial message.  When the bricks are two-three bricks away, the events work, and I can type "Yes" and the number of apples wanted.

Help me figure out why the apple brick does not respond to OnPlayerTalk when near any other brick.

38
Suggestions & Requests / Farm Animal Holes
« on: September 14, 2013, 11:19:20 PM »
These bots as bot holes.

39
Suggestions & Requests / OnPlayerTalk or OnChatMessage
« on: September 14, 2013, 05:01:53 PM »
I used to have both, now I don't, and I require either of the above two input events.  The file from the link for OnPlayerTalk has been removed, and OnChatMessage doesn't stay enabled in my addons list - it automatically disables the addon when I start a server.  I've been using cmd events, but am wanting to retry either of the above events instead.  Can anyone hook me up with working versions of either?

40
Suggestions & Requests / Output event suggestion: change server
« on: September 07, 2013, 12:35:35 PM »
An event that, when triggered, transfers the triggering player to the specified server.  Fields for the output would include the server name (not host's name) and a field for a password if needed.

41
Modification Help / Making a throwing dart. Help with the projectile.
« on: August 05, 2013, 10:03:01 PM »
So I'm making a throwing dart:





I have added armatures:



and the empties.  I'm going to base the script off of the T+T sticky grenade because it has a projectile that is the same as the held item and sticks to walls, two properties I want the dart to have.  How do I make a projectile of my dart?

42
Drama / Famer: Badmin royal
« on: August 03, 2013, 08:55:23 PM »
I joined Famer's fort wars.  First thing I see is a nicely constructed spawn room with rules.  Two of the rules are "Do not kill builders" and "Do not kill from the spawn area", which is the entirety of the green baseplate under the spawn room, which was a 32x32 baseplate.  I then exit upon reading said rules, and my friend and I are shot at by Farmer, all three of us were in the spawn area.  I kill him, he then says "BLOCKY NO" "THAT IS AGAINST THE RULES" (in all the caps glory).  I then remind him that he was also in the spawn area, and he shuts right up.  Whereupon his respawn, in his previously made fort, he picks up the oldschool rifle (if you don't know what this is, it is the blue sniper that instantly hits the targeted object when you are zoomed in).  He instakills me while I am on my way to build a fort.  Once I exit the spawn room again, I find another character named DiamondBlue, who is apparently also a friend to Farmer in real life.  Whereupon exiting the spawn building, not the spawn area, he knifes me, then uses the line-of-sight teleporter to retreat to the castle that he and farmer are sharing.  I respawn again, and make my way to a largely empty area.  On my way there, I am being shot at by Farmer and his oldschool rifle, and DiamondBlue is on his way towards me.  In my hustle to stay alive now that I have made it thus far, I find an 8x8 GSF baseplate and place it around me.  Farmer, again in all caps says "THATS NOT ALLOWED", whereupon he wands that baseplate and DiamondBlue knifes me again.  I then remind him that building is not against the rules he falls silent for a bit.  I escape the spawn area and traveled quite a distance.  In the time of quietude, I find the time to make a protective base, very rough, but effective.  That is until DiamondBlue comes at me again, this time I shoot and kill him with the sniper that was for some reason set as the spawn weapon.  Farmer then proclaims is dislike for me after I snipe him (with the projectile-based sniper, not oldschool rifle, the latter which he had in hand).  DiamondBlue then bans me for one minutes to "chill out for a bit".  After a minute was up, I was going to return to the server and "apologize" for my "actions", but found that I was banned until tomorrow, and the ban message was "BBY come back tomarrow when im in the mood for some white hot love bby" (this was copied down verbatim, typos and all the bby glory).

If you ever find yourself yearning for a fort wars, I heavily suggest against visiting Farmer's server, or if you ever see either Farmer or DiamondBlue in a server, I heavily suggest you butcher them on the spot.

Also, H M Murdock, who I have seen frequently in servers and of whom I find appreciable likeness in, provided comic relief as he pounded the two of them into the ground with his jetpack.  Thank you Murdock for knowing the starfishs from the shat on.

43
General Discussion / Theoretical discussion on how new names work
« on: July 29, 2013, 09:12:48 PM »
So I had this thought while on Chrisbot6's server about newly registered blockheads.  We are in the 50k bl_ids, and every one of those new registers were once called Blockhead50492 or Blockhead52845.  But, what would happen if someone were to rename themselves right now to something like Blockhead60000.  What would the newly registered blockhead with bl_id 60k be named?  This is assuming that bl_id 60k is sold, and not withheld for some reason.

44
So I saw this topic and had the idea in my head before I read it that someone wanted a brick-styled gun to fire brick-styled projectiles.  I was wrong about what he wanted, but that got me thinking about a set of brick-styles guns that look like they are built out of bricks.  Then that got me thinking about building actual guns out of bricks, and that is what this topic is about.

This is a suggestion, not a request.  It isn't necessary, but would be cool to have.

There would be a new brick inventory tab for brick guns, and in it would be different sections for different bricks that have different effects on the gun (this is kinda hard for me to explain).  When making a brick gun, you would start with the "gun brick base", which is a 1x1f that would signify that any gun bricks connected to it form a brick gun.  From that base brick, attachment bricks could be added.  These attachment bricks would be the following: A projectile brick, an accuracy brick, a sight brick, an ammo brick, and a reload brick.

The projectile would signify the size and explosive power of the projectile.  There would be a pistol shot projectile 1x1f brick, AR shot, sniper shot, etc.

The accuracy brick would be, essentially the barrel (the longer the brick, the more accurate the shots would be.

The sight brick would be a brick that adds an ironsight to the gun, and each brick would have a different ironsight.

The ammo brick would indicate how much ammo that gun would have before it ran dry.  This category would have different types of mags for the different projectile bricks.

The reload brick would indicate how the gun reloads, and each type would have a different speed.

Other, less significant attachment bricks would be silencers, bayonets, flashlights, etc.


45
Help / Daycycle question
« on: July 20, 2013, 01:28:22 PM »
When inputting length of time for a daycycle, is the value in seconds?

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