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Messages - DaBlocko

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61
General Discussion / Squeaky Clean's Racetrack Shenanigans
« on: January 27, 2017, 07:06:34 PM »




Some of you may have seen me hosting this during the first couple weeks of January so I figured I may as well make a topic for it.

I currently only have one map, a large figure eight with a two jumps, a loop da loop, and a start/finish line.  Mostly used as proof of concept but its also what started this whole thing.


For car spawning, please spawn a car inside the garages.  I've included a picture tutorial at the spawn along with a text tutorial.



        I'm also working on a new map which is currently named Valley.  However, I may add a poll once it's done for people to choose a name (its kind of a valley but also not quite).

        A little bit on the title.  This server started off as a break from a building project over winter break which I started to get bored of.  Decided to build a racing map that slowly
        morphed into what it is now.  Ultimately if I finish everything, the name will probably change but who knows!

  Things to come/future plans:
  • Main hub world including the garage and an area to potentially show off cars (for this to happen I really need a way to have a car tied to a player so they can set a brick to their personal car)
  • Currently have 4 maps planned (including Valley), including but not limited to, Volcano, City, Beach
  • Add less-intrusive vehicle sounds to all vehicles.  (Currently only on KeiCars, they are incredibly loud and I hope to edit the cars to include a separate mount point for sounds)
  • Server wide music? Unsure if I want to do that or use the stereo mod.
  • A serverside list of times on the different tracks that would be displayed in the hub world (would love to do it with prints but text based would also work)
  • A minigame system that would put you in a minigame when you teleported to a race.  The current race events only work if you're in a minigame (makes sense) but this means multiple races can only take place at one time if there are different minigames.  Unsure if there are join/leaveMinigame events that I could use for this

    Added a link to a zip for the bricks used on the server so people can build their own maps but please use ModTer as much as you can.
    Get bricks here.
    If you wish to build your own map, please use ModTer (the only places I don't use ModTer in the first map are starting line and camera stuff).
    In regards to 4x ModTer which I use in some places, I have some prints made that are quarters of the normal prints.  Message me if you want them/if there are ones you want to
    use.  I use them so they mesh with the larger prints while being able to build inside normal ModTer.

    Added a link to a zip for the cars used on this server if you wish to reduce your load times, as there are quite a few cars.
    Get cars here.

    Whew lots of text, I think thats all for now! Feel free to give me suggestions!

62
General Discussion / Re: makeing ambulance
« on: January 27, 2017, 12:57:31 AM »
The amount of confusion was unreal there for a sec.
Edit:
Is this the biggest bump on Blockland?
I really wanna bump this now.

63
Drama / Re: What the did I do?
« on: January 26, 2017, 04:07:03 PM »
Okay, so I called someone a friend and I got banned from Glass for 4 days? What in the actual forget? Still even from past language, WHAT IS THIS CLUB PENGUIN? What are you guys 9? You can't stand a little spicy language in your lives? Please un-ban me from Glass.
To Eric (Badspot), I'm am sorry for personally disrespecting you and calling you what I did. I hope you will let me actually play on this old key of mine and not insta-revoke it on the spot.
Apologizes for disrespecting someone and calling them something, proceeds to disrespect people and call them things...

64
Modification Help / Re: How would I make a basic weapon
« on: January 24, 2017, 09:06:28 PM »
You really don't need eval if you're testing on your own server. You'd simply press ` to open up the console and run/test values there.
you automatically get eval access if you host the server/have access to the console of the server
TIL.

jesus christ ive needed this for a year. i was wondering why projectiles would never do more than 100 damage to vehicles jfc
Haha no problem.

65
Modification Help / Re: How would I make a basic weapon
« on: January 23, 2017, 11:32:28 PM »
Yes no and no
I want to make a gun edit to get myself started
elm's site is something ive never seen before, but if you have some programming knowledge you can probably start by figuring out what each part in the default gun does
This.  I was super bored over winter break so I decided to finally look into making addons.  For weapons I would say start messing around with values with the default gun values and such.
Here are some great resources to look at.  In particular, this has helped me a lot, although there are also a ton of other methods and such that aren't in there (although not sure how helpful this is for weapons).

Also get eval if you're planning on making addons as you can use it to test values, and run scripts?, without restarting the game (I have zero eval experience as I discovered it at the end of break but there are people around here who do).

Edit: Oh and I suppose this is helpful :P

66
Add-Ons / Re: Filipe1020 Add-Ons Topic - Hachiroku V2 Released!
« on: January 21, 2017, 02:09:26 PM »
Toyota Supra has already been made
Just so you know, the Reaper drift is almost impossible to actually drift in.  In my experiences with it I consistently spin out when I try to turn at all.
Its a dope looking car tho.

67
General Discussion / Re: Old time player here, just passing by.
« on: January 19, 2017, 03:40:11 PM »
-snip-
Resize that bruh.

Stop bitching at Badspot for not wanting to pour countless more hours into an already completed game and go make some OC yourself if it chafes your richardhole that much. He's got better things to do with his time than to become a bleeding heart to all the old time players that want new stuff because they say so.
Problem is there are tons of people trying to create new content, see .dlls and stuff, but when people ask him to add things to the game that would open up more possibilities he doesn't do it.  I would loving love if he made BL open source but that has its own problems, especially with the stuff people have already done.

68
General Discussion / Re: Scenery's SUBURBIA [FOOD BRICKS BY TROGTOR]
« on: January 16, 2017, 03:36:41 PM »
"how to stop train in suburbia" videos
HOW TO 100% STOP THE TRAIN IN SUBURBIA! (solved)
Help me reach 2000000 subscribers! Like the video!

69
Add-Ons / Re: Filipe1020 Add-Ons Topic - Hachiroku V2 Released!
« on: January 15, 2017, 12:52:24 PM »
The Hachiroku V2 Update is available, here's an overview video!
https://www.youtube.com/watch?v=94Wqtor91o8
Hawt, tried it out and its pretty sick.

Was the steering wheel always on the right? Swore it was on the left before lol.  Would it be possible to choose side from the garage? Or would that be nigh impossible to do on the fly.

Keep up the amazing work dude!

70
Add-Ons / Re: [Brick pack] House bricks [+Voice tutorials]
« on: January 14, 2017, 05:45:35 PM »
These are awesome.  Great tutorials as well!

71
Modification Help / Re: NightHawk's Addons Topic - 0.1.0 Hiro update
« on: January 14, 2017, 01:14:52 PM »
And speaking of the drifting variant, if anyone has downloaded the Beta, what do you think of its handling?
Assuming the update didn't change handling, I like it, feels good.

Now the reaper on the other hand... almost impossible to control imo.  Unless I'm just driving it wrong, it always seems to end up spinning in a circle.

72
Modification Help / Re: Access SimSet(SimGroup?) of bricks on the server
« on: January 13, 2017, 01:36:31 PM »
may be helpful information:
BrickGroup_888888 is the public brickgroup, if you want to get a client's brickgroup, %client.brickgroup works. i think getBrickGroupFromObject(%obj) is a function as well, but it's been a while and i may be wrong on that

%group.add(%obj); is all you gotta do to add an object
%client.brickgroup is exactly what I need right now.  Sweet.

You need to add it to one of the groups within mainBrickGroup.
Added it to BrickGroup_19639 and everything seems to work!

Thanks for all the help guys!!
Edit: Holy stuff it actually works.

73
Modification Help / Re: Access SimSet(SimGroup?) of bricks on the server
« on: January 13, 2017, 01:17:53 PM »
If you're talking about the bricks themselves, they're located in brick groups. The bricks are added to the owner's brick group, for example mine is: BrickGroup_2143. All the brick groups are stored in MainBrickGroup.
then after adding it to a brickgroup do %hackybrick.setTrusted(1);
Is there a function to add it to MainBrickGroup?  It successfully plants but when I hammer it I get
Code: [Select]
ERROR: SimGroup::getTrustFailureMessage(MissionCleanup [12635]) - brickgroup is not in the main brick group
BackTrace: ->HammerImage::onFire->HammerImage::onHitObject->GameConnection::sendTrustFailureMessage->SimGroup::getTrustFailureMessage

74
Modification Help / Re: Access SimSet(SimGroup?) of bricks on the server
« on: January 13, 2017, 12:58:42 AM »
@OP, I'm sure there is a way, I just don't have the time to tinker and find out, maybe some one else knows.

I've been doing a bit of tinkering trying to force a brick to be placed, but I seem to be missing something.  The code below places what appears to be a brick but cant be wrenched/hammered etc.
Code: [Select]
%hackyBrick = new fxDTSBrick()
{
datablock = brick1x1x4Data;
isPlanted = true;
client = %client;

position = "0 0 2";
rotation = "0 0 0";
angleId = true;

colorID = 0;
colorFxID = 0;
shapeFxID = 0;

printID = 0;
};

75
Modification Help / Re: Access SimSet(SimGroup?) of bricks on the server
« on: January 12, 2017, 11:43:35 PM »
On a connected note, is there a way to plant a brick and then call getGroup() on it?

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