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Messages - jes00

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2896
Suggestions & Requests / Re: Robot like player
« on: September 28, 2014, 10:25:55 PM »
What just happened:

"Could I get a playertype with a new model?
"No. It's a lot of work and making models is very difficult."
"Well then, could I get a playertype with a new model?"

2897
Modification Help / Re: Request/Help- GUI
« on: September 28, 2014, 10:14:40 PM »
First servercmdUpdateSettings(%client,%globalVar,%value) has %value as the last variable, right? %client is there and gets used, %globalVar is there and gets used for the switch, but then you start tring to use %var instead of %value
That one is your fault actually.

2898
Modification Help / Re: Player death, Player nearby plays sound
« on: September 28, 2014, 08:07:59 AM »
I'm slightly confused by 'nearby player plays a sound.'

Are they broadcasting a sound to nearby players? To every player on the server?

Or is only the nearby player hearing the sound?

All of these things are scripted differently, so please be as specific as possible.
Or is the sound coming out of nearby players?

Or is the sound coming four of nearby players and only they can hear it?

2899
Modification Help / Re: Getting a player's clan tags
« on: September 27, 2014, 06:12:55 PM »
Code: [Select]
function serverCmdFindTags(%client, %player)
{
  if(!%client.isAdmin)
     return;
   %player=findclientbyname(%player);
   %player.clanprefix = %Tag1;
   %player.clansuffix = %Tag2;
   messageclient(%client,'',"\c7" @ %Tag1 SPC "\c6" @ %player.name SPC "\c7" @ %Tag2);
}



That won't work because the last variable isn't separated from the last string, as well as a few other things.
That won't work because you're just setting their clan tags to blank variables.

2900
Modification Help / Re: Manual Reloading Glitch
« on: September 27, 2014, 05:30:22 PM »
a second IF statement with the same lines?

im not a scripter :c can u explain to me how it should be?
If you can't script then why are you posting here? It should be in suggestions and requests because you're asking someone else to do it for you and you have no idea what you're doing.

2901
Modification Help / Re: Application Administrator [Beta Test coming soon!]
« on: September 27, 2014, 05:00:45 PM »
I think all that's left to do is fix the denied / blacklist reason from being cut-off
Yeah. I had to fix that on the form GUI.

2902
Suggestions & Requests / Re: Bible & Quran
« on: September 27, 2014, 04:04:51 PM »
I'd script this if someone modeled it.

2903
Suggestions & Requests / Re: Modified version of Port's chat emotes
« on: September 27, 2014, 08:32:46 AM »
I'm currently reverse engineering the code, but a few things are leaving me confused. I'll edit this to include any new things, since you obviously can't immediately anwer
Code: [Select]
if ( strPos( %msg, "[]" ) >= 0 ) //If string pos [] in message equals or is greater than 0 (?) I'm guessing it means, if there is [] anywhere in message
{
%msg = peReplace( %msg );
}
...
This seems to go to this function, but right at the start of peReplace is:
Code: [Select]
if ( strPos( %str, "[]" ) < 0 ) //If string position is lower than 0, return string (%str)? I'm guessing if it doesn't exist?
{
return %str;
}
Why include this code, if it does what i think it does. Is there any functionality or is this just double-redundancy?
Just double redundancy. You could just as easily replace the second piece of code by putting an else statement in the first piece of code.
Also, as far as i know, continue; ignores all code left in the current block ({}), so why is it put in the end of every if statement block?
It does not ignore all code left in the current block. It ignores all code left in the for or while statement and continues to the next iteration.

Some old quotes I found.
Quote
It tells the game to immediately continue to the next iteration in while and for loops.
Quote
You can have code after the continue that will be ignored if whatever triggers that continue is true, if you need to do that. I've used it in a bunch of places but can't think of a good example right now though.
Quote
for(%i=0;%i<10;%i+=1)
{
   if(%i == 5)
      continue;
  
   echo(%i);
}

Notice that it skips 5 because of the continue:
Quote
1
2
3
4
6
7
8
9

It's similar to putting a return if a check returns false at the state of a function.
I don't think continue; is used very much in while statements though.

2904
Add-Ons / Re: Gold Wrench V.1 (UPDATED)
« on: September 27, 2014, 08:24:21 AM »
There's literally no point in playing Blockland.
There's literally no point in posting on this forum.
There's literally no point in playing the "there's no point" game.
But Navaro is right. There wouldn't be any logical purpose to having another wrench that's admin only.

2905
Modification Help / Re: Keybind that makes you chat something
« on: September 26, 2014, 10:33:03 PM »
1. clientCmds are commands that the server can tell the client to call
2. clientCmdChatMessage is the command for your client recieving a message
3. The command to send a chat message to the server is commandtoserver('messagesent','Your text here'); However...
4. slash commands are interpreted by the client, and turned into a commandtoserver call. "/deposit 99999" becomes commandtoserver('deposit','99999');

You'd want to do something like this

Code: [Select]
$remapDivision[$remapCount] = "AutoType";
$remapName[$remapCount] = "Deposit 99999";
$remapCmd[$remapCount] = "quickDeposit";
$remapCount++;


function quickDeposit()
{
       commandtoserver('deposit',99999);
}
You're forgetting the boolean. This will call /deposit 99999 twice. Once when you push the key, once when you release it.

Because it's called by a key bind, the function will be called with a boolean variable(a variable that's either positive or negative) which will indicate if the key was pushed(positive) or released(negative).

Now we're making sure that the you're only calling /deposit 99999 when the key is pushed, and not released. You can change it to if(!%bool) if you want it to be called when the key is released instead.
Code: [Select]
$remapDivision[$remapCount] = "AutoType";
$remapName[$remapCount] = "Deposit 99999";
$remapCmd[$remapCount] = "quickDeposit";
$remapCount++;

function quickDeposit(%bool)
{
       if(%bool)
       {
              commandtoserver('deposit',99999);
       }
}

2906
Suggestions & Requests / Re: moving environment?
« on: September 26, 2014, 09:45:10 PM »
Does anyone have a way to get the default tree brick's model? I can get this done.
It does not have a model. The closest thing to a model it has is it's DTS collision model.

2907
Modification Help / Re: Application Administrator [Beta Test coming soon!]
« on: September 26, 2014, 08:16:36 PM »
Yup yup, I need to fix some issues that came up when we were testing, but Sunday should work.
Don't think I'll have the time to test it. I'm going to church and then I'm playing a football game after. But that's ok. Do it without me.

2908
Modification Help / Re: Application Administrator [Beta Test coming soon!]
« on: September 26, 2014, 06:13:02 PM »
It's just a recommendation. If I understand how it's set up - it might be annoying to be notified each time a player joins, regarding their application's status. Especially if they were already notified on the server. What do you think?
Whatever are you talking about?

When someone's application is reviewed and they're not on the server, they're notified when they next join the server and then they're not notified again. Are you thinking that the host is notified?

2909
Suggestions & Requests / Re: moving environment?
« on: September 26, 2014, 06:11:15 PM »
Matching the moving shapes up with the ground might be a pain.
It'd still be ugly.

2910
Suggestions & Requests / Re: Bible & Quran
« on: September 26, 2014, 05:43:26 PM »
Maybe they could have right click abilities that gives the person you're looking at a temporary attack/defense boost or something(would have a timeout).

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