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Topics - jes00

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61
Modification Help / Lag Indicator - Beta Release
« on: December 23, 2014, 02:46:02 PM »
Need beta testers to see if this mod works. When you lag, it indicates whether you or the server is lagging.

When the server is lagging the lag icon will look like this:



When you're lagging the lag icon will look like this:



You need to at least be lagging for one second for the indicator to kick in.

DOWNLOAD

Also, it'd be very helpful if someone could do two traces for me. One when they're lagging(starting before they lag). The other when they're lagging while loading(starting before they lag).

62
Help / Steam Question
« on: December 04, 2014, 09:02:08 AM »
If I activate Blockland on steam, will I still be able to play it via the regular launcher?

63
Modification Help / For Statement Torture [Solved]
« on: November 26, 2014, 12:32:25 PM »
I couldn't figure out how to fix this. So I guess I have no choice but to come here.
This function is called after the save has finished loading. I had to call this alternate function 1 millisecond after the real function, because the events aren't on the bricks yet.
This function is supposed to take two variables from bricks and, when appropriate, create a static shape going from one to the other.
$BlockHeadBash::TileBricks is a list of the possible bricks.
The bricks have to variables:
%brick.secondaryName - The secondary name of the brick.
%brick.BlockheadBash_linked - A list of secondary names for that brick to "link" to by creating the static shapes that goes from %brick to the brick with that secondary name.

The problem I'm having is, too many static shapes are being created. Some are extra and overlap. Some are extra, overlap, and are too long. And there are some extra that are going from one to another, when they shouldn't exist.

Code: [Select]
function ServerLoadSaveFile_AfterEnd()
{
        %count = getWordCount($BlockheadBash::TileBricks);

        for(%i = 0; %i < %count; %i++)
        {
                echo("\c2%i:" SPC %i);

                %brick = getWord($BlockHeadBash::TileBricks, %i);

                if(!isObject(%brick))
                {
                        $BlockHeadBash::TileBricks = removeItemFromList($BlockHeadBash::TileBricks, %brick);

                        continue;
                }

                %count2 = getWordCount(%brick.BlockheadBash_linked);

                for(%a = 0; %a < %count2; %a++)
                {
                        echo("\c2%a:" SPC %a);

                        %secondaryName = getWord(%brick.BlockheadBash_linked, %a);

                        for(%b = 0; %b < %count; %b++)
                        {
                                %brick2 = getWord($BlockheadBash::TileBricks, %b);

                                echo("\c2%b:" SPC %b);

                                if(%brick2 == %brick)
                                {
                                        continue;
                                }

                                if(%brick2.secondaryName == %secondaryName)
                                {
                                        BlockheadBash_createLine(%brick.getPosition(), %brick2.getPosition(), $BlockheadBash::lineThickness, $BlockheadBash::lineZOffset, $BlockheadBash::lineColor);
                                }
                        }
                }
        }
}

Below is a diagram to help you understand what I mean.


There are seven extra static shapes that shouldn't exist and most are overlapping existing ones(including the ones in the middle). There's also one going from A to C which shouldn't exist(it should stop at B and then a new one should go from B to C).

64
Suggestions & Requests / Polycubes And Dicecubes
« on: November 12, 2014, 03:14:58 PM »
Anyone have the downloads for Polycubes and Dicecubes here?

http://forum.blockland.us/index.php?topic=252452.0

The website that they're hosted on does not work(for me at least, not sure if it works for others).

65
Modification Help / Blockhead Bash! (Mario Party) - New Poll
« on: November 12, 2014, 12:02:49 PM »

Yep yep. I'm making Mario Party for Blockland.

Doo doo doo... what to do?...

[Below] Testing out the pather tool. It'll be used to create the path that you'll go on when you roll the die. There will be statics shapes that will be a visual representation of the path. They'll only appear when you're in edit mode.


[Below] The coin model.


[Below] The tile/space bricks(unfinished versions).


[Below] The tile/space brick(finished versions).


[Below] Star model.


[Below] Map Voting GUI.

(Click to enlarge)

Nothing I can think of right now.

All modelers will receive credit(obviously).

DARK RED = Not done.
ORANGE = Somewhat done.
GREEN = Done.


Tile/Space Bricks - 100% done. There's 4x, 6x, and 8x. All have printable tops.

Pathing Tool - About 95% done. The pathing tool used to create the path on which you go when you roll the die. It's just going to be a blue printer, unless some other model is supplied.

Events - The events are about 35% done. Need to think of some more events to make.

Not sure what else to put down here.



This will be a Slayer game mode. Feel free to make any suggestions. I'm mostly basing it off of Mario Party DS right now.

66
Suggestions & Requests / Coin Model
« on: November 07, 2014, 08:41:21 AM »
Would anyone be willing to make a model of a coin from Mario Party for me? I'm making a mario party game mode.



Worst case scenario I guess I'll try to use the coin from the score pickups and attempt to resize it.

67
Suggestions & Requests / Bedroom Download
« on: October 08, 2014, 10:13:12 PM »
Anyone got the files for the original bedroom map? I'd like em if you have em please.

68
Suggestions & Requests / Fire Brick
« on: September 18, 2014, 10:55:01 AM »



Someone should really make it.

69
Quote
To anyone who uses tumble(%player, %time); There is a bug in it that Badspot hasn't fixed. When you're tumbling you can click to respawn. If you want to use the tumble function, the below code fixes the bug.
Code: [Select]
package TumbleFix
{
function observer::onTrigger(%data, %cam, %slot, %bool)
{
if(%slot == 0 && %bool && isObject(%client = %cam.getControllingClient()) &&
isObject(%player = %client.player) &&
isObject(%vehicle = %player.getObjectMount()) &&
isObject(%data = %vehicle.getDataBlock()) &&
%data.getName() $= "deathVehicle")
{
return;
}

parent::onTrigger(%data, %cam, %slot, %bool);
}
};
activatePackage(TumbleFix);


Also, as the %time variable in the tumble function never worked in the first place, I made a tumbleBetter function were it does work.

The usage is tumbleBetter(%player, %time, %force);
%player - The player object you wish to tumble(obviously).
%time - How long you want the player to tumble for, in milliseconds.
%force - An integer from 0 to 3.
      0 = Tumble for %time, then stop if it's safe. Regain control of
      player after clicking.
      1 = Tumble for %time, then stop if it's safe. Regain control of
      player automatically.
      2 = Tumble for %time, then stop wether it's safe or not. Regain
      control of player after clicking.
      3 = Tumble for %time, then stop wether it's safe or not. Regain
      control of player automatically.

Code: [Select]
function tumbleBetter(%player, %time, %force)
{
//===========
// Force
//===========
// 0 = Tumble for %time, then stop if it's safe. Regain control of
//player after clicking.
// 1 = Tumble for %time, then stop if it's safe. Regain control of
//player automatically.
// 2 = Tumble for %time, then stop wether it's safe or not. Regain
//control of player after clicking.
// 3 = Tumble for %time, then stop wether it's safe or not. Regain
//control of player automatically.

if(!isObject(%player))
{
return;
}

if(%player.getClassName() !$= "Player")
{
return;
}

if(%player.getState() $= "Dead")
{
return;
}

if(%time < -1)
{
%time = 2000;
}

%currVehicle = %player.getObjectMount();
%client = %player.client;

%newCar = new WheeledVehicle()
{
dataBlock = deathVehicle;
client = %client;
initialPosition = %player.getPosition();
};

missionCleanup.add(%newCar);

%newCar.setVelocity("0 0 0");

if(!isObject(%newCar))
{
return;
}

%newCar.applyImpulse(%newCar.getPosition(), vectorScale(%newCar.getVelocity() * -1, %newCar.getDataBlock().mass));

%player.canDismount = false;

%newCar.setTransform(%player.getTransform());
%newCar.applyImpulse( %newCar.getPosition(), vectorScale(%player.getVelocity(), %newCar.getDataBlock().mass));

%newCar.mountObject(%player, 0);

if(%time != -1)
{
%newCar.schedule(%time, tumbleCheckBetter, %force);
}

if(isObject(%client.camera))
{
%client.camera.setMode("Corpse", %player);
%client.setControlObject(%client.camera);
}
}

function vehicle::tumbleCheckBetter(%obj, %force)
{
%obj.getDataBlock().tumbleCheckBetter(%obj, %force);
}

function deathVehicle::tumbleCheckBetter(%data, %obj, %force)
{
%player = %obj.getMountedObject(0);
%client = %player.client;

if(vectorLen(%obj.getVelocity()) < 1 || %obj.getWaterCoverage() > 0.3 || %force >= 2)
{
if(isObject(%player))
{
%player.canDismount = true;
%player.stopSkiing();
}

%obj.unMountObject(%player);
%obj.schedule(0, delete);

if(%force == 1 || %force >= 3)
{
if(isObject(%client))
{
%client.camera.getDataBlock().onTrigger(%client.camera, 0, 1);
%client.camera.getDataBlock().schedule(50, onTrigger, %client.camera, 0, 0);
}

else
{
%player.setControlObject(%player);
}
}
}

else if(isObject(%player))
{
%obj.schedule(1000, tumbleCheckBetter, %force);
}
}

NOTE: The tumbleBetter function requires Item_Skis to work.

70
Modification Help / loadAddOns Parent Not Working [Solved]
« on: August 28, 2014, 09:04:24 AM »
Code: [Select]
package setRandomSpeedKart
{
function loadAddOns()
{
echo("\c2Add-Ons loaded.");

parent::loadAddOns();

echo("\c2Add-Ons loaded.");

//Do this stuff after all add-ons have been executed.
if(!setRandomSpeedKart_Check())
{
error("No speedkarts found.");
}
}
};
activatePackage(setRandomSpeedKart);
I want to have the console display an error if setRandomSpeedKart_Check() returns false after all add-ons have been executed. So I parented the loadAddOns function to do this and put the error after the parent. The problem is, none of it ever shows up. The error does not show up when setRandomSpeedKart_Check() returns false and the echos don't show up either. Although, I tried manually calling loadAddOns(); and it worked fine.

71
Modification Help / Colorset Length [Solved]
« on: August 19, 2014, 03:33:43 PM »
Does anyone know how to get how many colors are in the current colorset?

72
Help / [Jack Noir's Server] Crashing On Loading Datablocks
« on: August 15, 2014, 07:54:11 AM »
Whenever I join Jack Noir's server I crash shortly after starting to load datablocks. The console does not say anything about it. I tried deleting my cache database but I still crashed. I traced it and here's what I got:
Code: [Select]
Entering onDataBlockObjectReceived(16, 1171)
   Entering onPhase1Progress(0.0136635)
   Leaving onPhase1Progress() - return

73
Modification Help / Space Vertically And Space Horizontally
« on: July 21, 2014, 10:14:27 AM »
In the GUI Editor, what are the space vertically and space horizontally features supposed to do? They do nothing right now, as I think they're broken. But I'm fixing up the mission editor and I'd like to know what they're supposed to do, as I intend to fix those features.

74
Modification Help / What's More Efficient?
« on: June 17, 2014, 05:14:44 PM »
Using a scheduled function and looping through clientGroup every time the function is called or calling a scheduled function on every player?

75
Modification Help / Giving A Playertype A New TSShapeConstructor
« on: June 11, 2014, 10:10:35 PM »
I don't know how to assign a playertype a new TSShapeConstructor. I've looked through the variables and functions for a playertype, but no luck.

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