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Messages - Brixmon

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61
Modification Help / Re: Weapons not dealing proper damage
« on: March 17, 2015, 05:39:15 PM »
You could also make a big package modding the ProjectileName::Damage and ProjectileName::radiusDamage for all weapons, if it is that damage, you can set it other than modding every file to do so.
Whoa, really?
Well, it's a bit late now. Any idea why they would be doing the amount of damage that they are?

62
Modification Help / Weapons not dealing proper damage
« on: March 17, 2015, 01:55:32 PM »
Basically, I'm trying to modify a bunch of weapon packs so that they're more suited balance-wise to an Endless Zombies server, and I've run into a few problems.

1. The Tactical Bullpup refuses to deal the proper amount of damage, even though it's been completely severed from the original Tier+Tactical addons, along with the rest of the weapons.

2. The following weapons have been set to deal more than 100 damage, but will only do that much (tested, 100 hp bot is instakilled, but 101 hp bot takes two hits with all of these):
TF2 Ubersaw: Set to 200
Arcane Magics Drain+: Set to 400
Land Dragon Claw: Set to 175 for both slashes, and 230 for the combo bite, all only deal 100
Dragon Fireball: set to 700 dmg
Dragon Firebarrage: Uses same damage as Fireball
SDragon Firedart: set to 248 dmg
SDragon Bite: set to 138 dmg
SDragon Wing Slash: set to 207 dmg

2.5: These weapons were also set to do more than 100 damage, but they deal an amount just slightly above 100 for some reason instead.

T+T Sniper Rifle: Set to 170 dmg, 340 for headshot, only deals 101 dmg and 301 for headshot
T+T Silenced Sniper: Set to 215 dmg, 430 for headshot, only deals 102 and 302 dmg
T+T Classic Sniper: Set to 262 dmg, 524 for headshot, only deals 102 and 302 dmg
T+T Retro Sniper: Set to 400 dmg, 800 for headshot, only deals 103 and 303 dmg

For comparison, the Frog's Weaponry Hawkeye deals the proper 350/1050 dmg I set it to, and the crossbow does the proper 225/1350.

I've prefixed all the addon filenames with "Z", so "Weapon" becomes "ZWeapon". I've also made sure to change all references to any file paths to their proper locations, and corrected all the namecheck.txt files. But I'm very inexperienced with this, so if I missed something, or screwed something up somewhere, be sure to tell me!

By the way, the Effects.cs is there because the Dragon Fireball weapon's radius damage is defined within it.


Download a .zip file containing all the broken instances of add-on code, as well as my ADD_ON_LIST.cs, here: DOWNLOAD

63
Gallery / Re: ReShade + Blockland
« on: March 06, 2015, 10:23:12 PM »
you're going to have to install the C++ redistributable 2012 package from microsoft
Getting the same problem, but C++ redist 2012 IS installed. And yes, I did try repairing it just now.
I tried downloading an msvcp110.dll and putting it into the Blockland directory, but then the error stops happening and BL simply stops working.

My graphics card is an NVIDIA GeForce 430 with updated drivers (I checked a minute ago). According to Wikipedia NVIDIA GeForce 400 series drivers support OpenGL 4.3.

64
Modification Help / Re: Tier+Tactical: Grenade Damage?
« on: December 10, 2014, 02:38:18 PM »
The stick grenade's is under tierstickGrenadeExplosion, radiusDamage. tierstickGrenadeProjectile also has a directDamage of 10.

The conc' grenade has a direct damage of 20 under tierfragGrenadeProjectile and it shares the same explosion as the stick grenade.
Okay, thanks. Locking thread.

65
Modification Help / Tier+Tactical: Grenade Damage?
« on: December 10, 2014, 12:39:34 AM »
Okay, so, I've been looking around in the code for Tier+Tactical, trying to mod the stats of the weapons there for an Endless Zombies server (so the fun never stops!), and I can't find where the Conc' Grenade and Stick Grenade radius damage fields are.
I've seen them for the RPG, for example, which has a Radius Damage of 100, but the grenades don't seem to have a value I can see to account for their ability to instantly kill a man.
So if anyone knows what value I'm supposed to modify, that would just be fantastic.
Oh, also, I don't know what values represent clip size and reload speed, so if I could know those I would be very thankful, as well.

Now, I'm NEARLY clueless when it comes to TorqueScript, so the answer is probably staring me in the face, but I've searched on this forum and haven't found anything. Though I probably just don't know what to search for.

66
Nevermind, I think I get it now.

Here's your problem:
Brick ownership is saved from the bottom brick upward. So, if you have six bricks built on top of each other with the bottom one placed by you and the other five placed by me, only your ownership is saved because your brick was on the bottom. So when the save is loaded, all six bricks load as if they are all your's.

That's what's happening when you save the bricks. They are being loaded as public because they were built on top of terrain was set as public.

I wish that I could get you a fix for it, but I can't. Ephialtes has at some point made a per-brick ownership save/loader for RTB hosting, but since RTB's been shut down, it probably can't be retrieved now.
http://forum.blockland.us/index.php?topic=253292.0
I've been using this to get RTB files. If you could direct me to the forum post in the RTB Listings section, I could get the filename and download that to fix my problem.

67
Let me get this strait. So you're loading a terrain build as public, and then you're loading another build on top of it? and it's not supposed to be public, but is?
Yeah, that's exactly what's happening.
This also happens if I save the buildings on the terrain after loading the buildings under my ownership.
When that save, which most certainly has all the proper ownership values saved, is loaded, the bricks all mysteriously become public, even when "Saved Owner" is checked.

68
To clarify: When I load a landscape save for my Fort Wars server that's saved as public bricks and then load the "buildings" save, which consists of bricks that should NOT be public and were not saved as public bricks, causes the loaded save to be public. Somehow.
Now, I can fix this by loading it as "Yours", but it's a Fort Wars server. I don't want to steal peoples' forts.

69
How do I replicate that effect in VCE? Specifically, I'm trying to get a zonebrick which has its own "players within zone" variable, detect when the amount of players inside it equals the amount of players alive on team1(slayer), and then do an event or range of events once that's been met. But I have no idea how to do that.

70
So uh, if anyone could help here, I have a crash with the Endless Zombies gamemode.
Whenever the wave begins, the server crashes. I have made sure I disabled all non-default bot-related add-ons.
Since the server instantly crashes, I can't check the console for errors. Is there a crash dump somewhere?
Nevermind, posting console.log

71
Modification Help / Re: BAM Development
« on: March 14, 2014, 12:45:31 PM »
You know, there was little doubt in my mind that someone was going to try replacing RTB very soon.
This is looking good, and, uh, I don't really have anything else to say.

bollocks

72
-snip-

What should I name it Blockland forums?
"Loot Shoot"
I don't know.

Anyway, which Grenade Launcher do you guys prefer: stock or Loch-N'-Load?
I personally use stock even though my Loch is strange, mainly because I like to actually use it for spamming into windows and temporarily denying areas(like if there's a scout chasing me and my sticky L isn't loaded). It's really useful since basically nobody I see actually does that, so nobody seems to expect it. I'm not that good with direct hits with it, though.

73
So uh, if anyone could help here, I have a crash with the Endless Zombies gamemode.
Whenever the wave begins, the server crashes. I have made sure I disabled all non-default bot-related add-ons.
Since the server instantly crashes, I can't check the console for errors. Is there a crash dump somewhere?
Nevermind, posting console.log

74
My god. I have no clue why these weren't made(in a special pack, not somewhere in some brick pack I don't even remember could someone tell me what it was nevermind) until now. These were just needed. All those times when you had a roof and there was an inverted corner, but there were no bricks you knew of anywhere for that...
Danaddadan.

75
Help / Re: [VCE] Collecting and returning "Pieces" to win
« on: March 10, 2014, 10:59:19 PM »
Okay, question answered, locking.

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