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Messages - Rotondo

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1156
Suggestions & Requests / Re: SetBotTransform
« on: September 18, 2009, 03:11:45 PM »
I just tried with my setplayertransform event, it seemed to work fine with bots.

Edit: Maybe this is because I'm running v13 someone else try this.

Edit2: Just messed with it again, seems it only works after you successfully teleport yourself once, I think I'm going to update the event to work a bit better.

edit3: Now that I've looked at it a bit, it doesn't work with bots, It was just a coincidence that I fell under a certain set of actions that made it appear to be working, I'll see if I can make it work decently with bots.

1157
General Discussion / Re: blockland wiki is messed up again
« on: September 15, 2009, 11:45:34 PM »
Someone should save that entire wiki as a text file and back it up on their hard drive.

Butt hurt Roblox ragers go in there all the time and mess it up,  and it usually takes a 10 page forum topic to get it just right again.

Or they could just click the history tab on the wiki and revert it back to it's previous state.

1158
Add-Ons / Re: Aware14's Zombie and Ai
« on: September 15, 2009, 06:15:31 PM »
I meant run as in when they physically are walking around, they slide around like crazy.

Also you need all the player animations for custom models to work. Look at the horse add-on for example of all the animations you need.

1159
General Discussion / Re: ► V12 Bugs
« on: September 15, 2009, 03:40:46 PM »
Yeah, that's the kind of thing I meant - choosable typemasks for a projectile with those as options. You can already do it with raycasts but not projectiles.
Ah alright, I'm sorry I misunderstood.

1160
Add-Ons / Re: Aware14's Zombie and Ai
« on: September 15, 2009, 01:57:05 PM »
I just checked these add-ons and I noticed that the server.cs in your Ai_extra add-on is wrong.

Code: [Select]
%error = ForceRequiredAddOn("Script_zombies_addon");

if(%error == $Error::AddOn_Disabled)
{
RotNormalZombie.uiName = "";
HorseArmor.uiName = "";
}

if(%error == $Error::AddOn_NotFound)
{
   error("ERROR: Script_zombies_addon - required add-on zombies not found");
}
else
{
exec("./Zombie_Boss.cs");
exec("./Zombie_Small.cs");
exec("./Zombie_MiniBoss.cs");
exec("./Zombie_Jungle.cs");
}

If they have gamemode_zombie disabled you remove the rotnormal zombie, and for some reason their horse as well, also "script_zombies_addon" is wrong unless this is supposed to be for another mod.

Change it to this.
Code: [Select]
%error = ForceRequiredAddOn("Gamemode_zombie");

if(%error == $Error::AddOn_Disabled)
{
//RotNormalZombie.uiName = "";
//HorseArmor.uiName = "";
}

if(%error == $Error::AddOn_NotFound)
{
   error("ERROR: Gamemode_zombie - required add-on zombies not found");
}
else
{
exec("./Zombie_Boss.cs");
exec("./Zombie_Small.cs");
exec("./Zombie_MiniBoss.cs");
exec("./Zombie_Jungle.cs");
}

You can also change rotnormalzombie to the name of your zombie if you want it to not appear when the required add-on isn't present.

Also about the boss and mini boss ones you should make them do something interesting, like jump on the ground causing the earth to shake damaging everyone who's on the ground. Also you need to lower their max damage, all variables in the playerdatablock are scaled up when the player is scaled, so while his damage started at 10,000 it ended up being a  50,000.

Not to mention the datablock for mini boss and boss aren't really set up too well, they can't run correctly, and have a few other problems. You could also mess with the maxyawspeed and maxpitchspeed in the boss datablock to make them turn slower.

1161
General Discussion / Re: ► V12 Bugs
« on: September 15, 2009, 01:22:31 PM »
We have $TypeMasks::FxBrickObjectType and $TypeMasks::FxBrickAlwaysObjectType, but yes we should probably be able to paint non raycasting bricks.

1162
Help / Re: The AI's dont work right
« on: September 15, 2009, 01:14:04 PM »
Make sure you have this new version of zombie mod, http://forum.blockland.us/index.php?topic=82639.0 .

1163
Gallery / Re: Headcrab zombie mod *WIP*
« on: September 14, 2009, 10:01:42 PM »
P.S.S. WHATEVER YOU loving DO, DON'T PUT THIS AS A ADD-ON FOR ROT'S ZOMBIE MOD. It wont work since i got the update, and now my horse and other stuff won't work. If you do, I'm gonna personally come to ur house and shake the crap out of you until you change it. But then again, i cant cuz idk where u live :P U IZ LUCKEH...

It's not my fault you use crappy add-ons that break the game.

On topic: shame about these the models, they looked neat.

1164
Help / Re: Safehouse weapon?
« on: September 13, 2009, 09:41:15 PM »
It's not a bug, it's meant to be spawned on a brick not on the player. Said brick will then become a safehouse trigger.

1165
General Discussion / Re: Event help and AI errors?
« on: September 13, 2009, 05:18:07 PM »
Make sure gamemode_zombie is up to date.

1166
Suggestions & Requests / Re: new zombie!!!!
« on: September 12, 2009, 04:23:27 PM »
Instead of sandman someone should make a zombie that disguises itself as a couple of bricks, or some type of item, then when players get close to the creature, it morphs into an amorphous blob and proceeds to throw poop at you while singing bricks or something of that nature at you.

1167
Suggestions & Requests / Re: Mission Editor Force
« on: September 11, 2009, 10:28:04 PM »
Meet the gravity gun, http://forum.returntoblockland.com/dlm/viewFile.php?id=27 , I think you two will like each other.

1168
Modification Help / Re: Custom Zombie Not Walking
« on: September 11, 2009, 09:20:08 PM »
if DoNotZombify is enabled in the datablock it should avoid applying an appearance from the apfinder to the zombie player.

Edit: wait you also need NoBloodyHands = 1; in the datablock to prevent the hands from getting colored red when the zombie attacks a player, which should be what's causing your console spam.

1169
Modification Help / Re: Custom Zombie Not Walking
« on: September 11, 2009, 02:49:17 PM »
Wait a second here, apparently in the Ai_shark datablock I put canride and rideable twice, well that was dumb of me.

I don't know why it's not working now.

Edit: wait now I think I know what's wrong, do you have ParasiteZombie::onadd in your script?

If not that's why it's not acting like a zombie, copy it from ai shark, or any of the other zombies and rename it appropriately.

1170
Modification Help / Re: Custom Zombie Not Walking
« on: September 11, 2009, 02:16:20 PM »
I don't know how you're spawning it since rideable needs to = true; for it to appear in the vehicle spawn gui.

change    rideable = false; to    rideable = true; spawn it like the other zombies, see if it works.

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