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Topics - LeetZero

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46
I have found this LEGO head collection on Imgur. I am sure lots of good ideas came come from it for faces. Blockland-stylized preferably (mostly eyes/mouth).


Then I googled "LEGO Faces" and found more.





Would be nice for someone to make some of those. And this could help people who wants to make faces but can't find any good dieas.

47
Off Topic / Xbox 360 Controller brown townog has sticky center?
« on: August 05, 2013, 05:13:41 AM »
My Xbox controller has some "sticky centers". I know this is resolvable in-game with deadzones, but that means less precision and sensitivity.
Anyone's controllers act like this? Basically if I move the brown townog just a bit to the right, it still detects it that way.


Notice how the left brown townog has it a bit down (I moved it a bit down) and the right one has the X rotation a bit too much to the right. If I move them both in the opposite directions or any other directions for the matter, they also stick that way (just a bit).

48
Off Topic / AutoHotKey + JoyStick + Imgur
« on: July 27, 2013, 05:22:00 PM »
http://www.youtube.com/watch?v=ylqGB8cmG5U&feature=youtu.be

Figured out I have a Genius Joystick laying around in my house, and I have lots of experience with AutoHotKey and love using it to customize my keyboard's and mouse's crap buttons nobody uses. Plugged in my Joystick, seen it's working, and seen AutoHotKey had JoyStick button inputs. Imgur, a website I frequent when looking at pictures of cats and stuff, has keyboard shortcuts so was easily modable.

Code: [Select]

joy1::
send {Right}
return

joy2::
send {Left}
return

joy3::
send {PgUp}
return

joy4::
send {PgDn}
return

joy5::
send {NumpadAdd}
return

joy8::
send {NumpadSub}
return

joy6::
send {Numpad0}
return

joy7::
send {Alt Down}
send {Tab}
send {Alt Up}
return


Joy 1: Next image.
Joy 2: Previous image.
Joy 3: Page up.
Joy 4: Page down.
Joy 5: Upvote.
Joy 8: Downvote
Joy 6: Favourite
Joy 7: Alt-Tab, for when Steam events start and gain focus and I am too lazy to get out of bed and everything.

The hat switch was also scripted to act as scrollwheel, but the script is a bit bigger so you'll have to Google that.
This is also possible with Gamepads.

If you don't have the same joystick as me you will most likely have different inputs. Use this Unity online app http://dal-acm.ca/~dice/joytest/joystick test.html to see what is what. Add +1 to the joy value because there's no such thing as "joy0" in AHK.

The point of this is that I can just plug my JoyStick at the front of my computer and lay in bed (which is right in front of the computer) and just browse image and vote if needed and stuff, without going to the PC if I get a Steam Event.

Planning on buying a gamepad soon because it has more buttons, and I can add other functions to it, like also switching between Steam chat windows (Alt+left/right for the record) if I receive a message then see if it's worth responding or not.



Has anyone else had experience with AutoHotKey? What do you use it for?

Except for this I also made my mouse have auto-save and auto-ctrl-w on the side, for 1 handed fapping... browsing. Previously also made chat inserters, a gui for emoticons and some Minecraft auto-mine scripts (for instance I toggled a button to make it keep LMB pressed and walk forward, though highly impractical if lava or caves.)

49
Help / Add-Ons etiquette questions
« on: July 26, 2013, 05:38:46 AM »
I am considering of making an Add-On topic for all my add-ons.
I have the following questions:
  • Would bricks that are improperly optimized (see: bricks without correct coverage) be failbinned?
  • Would a Modification Discussion topic be more appropriate for multiple, different Add-Ons?
  • Would a Modification Discussion topic derive the rule of a brick needing to have correct coverage under the assumption that it's basically 'permanently' not finished?

Much appreciated.

50
Suggestions & Requests / Brick state changer tool?
« on: July 25, 2013, 12:59:11 PM »
A state changer tool that changes between certain brick states (see: skull/pumpkin). I would like to make multiple bricks that would use the same system (i.e. a bin with contents in it or without), and instead of making the player remove and place the brick back to get the state he wants, the tool would just set the brick to another state.

51
Gallery / Study Room
« on: July 19, 2013, 07:01:49 AM »
A sturdy study room.




Rating allowed, constructive criticism appreciated.

53
Creativity / Blockland Identity Card
« on: July 07, 2013, 07:09:58 AM »


"Series" doesn't mean anything in particular.
In BLID the name in l33tspeak and the actual BLID are merged. The first number in the name, then the ID then the rest of the name.
The code at the botom is calculated like so: ID<national identification><name in l33tspeak><<<name1><<<name2><<<<<<<<<<playername><<<address><<<blocklander since><<SER<age><series>IDREC<day/month/year of issued on><<ID<BL_ID><<BLOCKLANDER.

Opinions? It's based on the Romanian ID Card. Based on.




I won't make you any.
It's difficult to make one because this was not done in Photoshop or a program with editable text. The text is bitmap, unfortuantely.

54
Some symbols in Steam, seems like  ^ ' and ` don't appear until I write something else after it, no matter what it is (enter/space etc) which makes it frustrating if I have it as my last symbol in the chatbox, which happens often ("quotes", uguu~, ^w^, these are just examples).

Anyone has any idea what is going on?
Basically, on a empty chatbox: If I press ^ once, it is still empty, if I press it again, it appears as ^^.

55

Click the image to go to the website.



Characters

Blockhead

Blockhead is a new player, a "noob", and is the main character of "Blockhead's Adventures". He thrives to conquer the arts of Blockland.

Doge

Doge is a doge. Don't screw with doge.

Zomboge

Raised from the dead, he came to EAT- befriend fellow blockheads.



Issues

1 - Arrival


2 - Zombie Hugger




Planned appearances

Hoers


LeetZero




If you have story ideas or images (if images, story ideas too), send the ideas to leetzero@leetlegacy.tk, post them here or PM me.

56
Games / Humble Bundle 6 with Android
« on: June 18, 2013, 04:30:36 PM »


Has just been launched.
Go get'em.

57
Gallery / Hobo's shack
« on: June 15, 2013, 05:21:26 PM »
Ratings allowed.

Just as simple as that, a hobo shack.
This is my first build in months that isn't a mini thing or a set-up.





Built on Falcon's "Make a fuckin house".

58
Suggestions & Requests / setPlayerRandomTransport
« on: April 21, 2013, 02:38:06 AM »
In the current condition, setPlayerTransport sends you to a sole brick, if it's a set of named bricks, still only one.
I would like a setPlayerRandomTransport which would work the same way but for multiple sets of named bricks, for example you have 3 named bricks (named the same way), using sPRT would send you to either of them, randomly.

59

Click on the links below for shortcuts.
| | | |



As general info, it's worthy to mention that "Ligacy" is "Legacy" intentionally misspelled. Don't make remarks on that subject.





Ligacy Warfare is a class-based TDM server. The server has been made in a faintly more complex way than the current TDM servers up to this point were made, being powered by a pretty complex event system.
The gameplay changes on every minigame reset, which happens automatically after one hour (you do keep your score), after the reset, the game triggers and environment, map and inflation change. Each can also be set by the admin individually, without randomness (inflation can be triggered at random).
  • Environments: There are 5 environments set by events: Snow, Rain, Sunset, Day, Night. If the random environment system sets it to night, map lights are automatically turned on, otherwise turned off. Not the same case when being set by admin, where he can choose to leave either on/off.
  • Maps: Check "Maps". Besides that, the maps change virtually through every reset, though there's a chance that it will lead to the same map. Besides that, the maps changed in-game by the admin will trigger a full player respawn after 5 seconds of it's trigger, so everyone starts at the lobby.


The admin can trigger a money hunt. A money hunt is a beggar's way to get money, it "spawns" random bills and goldbars (green/yellow beveled bricks) in the lobby. On it's maximum values, the green bills can yield up to 20. The goldbars up to 100, but are more rare. Also, the minimum value for the bills is 2. For the goldbars it's 10. In average, there would be about $300 worth in dollar bills spawned in one run, excluding goldbars. When the hunt is started, players are announced about the number of bills and goldbars, and the total worth of the bills only.

There's a kit system where you can save up to 3 kits. Kit number 1 gets saved for free. Kits 2 requires you $100 to save (free loading). Kit 3 costs $1000 to save but you can save bought weapons. They are basically 3 different "saveItems". Kits can be disabled by an admin at any given time. In short term a kit would be useless given you spawn with your previous weapons anyway. You can't save the bought items (see intel).

A Lucky Shot system has been implemented however for some reason it seems to be erroneous. Even while a "debug" event has been put in place to check several values, they should've triggered the action. Regardless, in theory, you would have 1 out of 3 chance to be given full HP back after a kill. It's toggle-able by the admin. This is however quite problematic.

The shop system may be fairly confusing. Not to mention one container was planned wrongly. There are a total of 4 containers and 2 "open air" ones. The containers have assault rifles, light machine guns, sniper rifles and shotguns. A assault rifle vendor is also situated in the shotgun container (given the planning problem). The open air container over the assault rifle and sniper rifle container yields SMGs, and the one next to all of them, yields secondary items.
Thus, worth mentioning, you can only use slots 1 and 2 for weapons. 1 being primary, and there fits everything else except pistols.
Once a weapon has been bought, it doesn't need to be bought again, and it stays like that even after rejoining the server.

There are weapons that are free and ones that cost money. Ones that cost money have a info brick next to them so you can see weapon data without actually using it. You need to re-buy a weapon every time you die, and you can't save them on the kits. A list of these weapons can be found in intel.

The weapons used come from Khain's weapons pack. The damage setting is also on Hardcore, shooting 3 times in the head with the default pistol giving you a kill.
There's a major disadvantage in crouching, thus only used for staying hidden, when used in mid-combat or crouch-jumping, you are always hit at the head given you are looking at the person.

The only admin is LeetZero, which is me, that's pretty much why I refer to "the admin" not "the admins". Considering adding some more, but I don't have friends that I would consider admins for a TDM server in which they would also be active and also that if I even need more admins. The system is automated, either way. The only thing not automated is the money drop.

When you spawn you have a slight "accidental" invisibility protection because the map is far away from spawn. Additionally you have a quake playertype temporarily. A playertype that can yield but not receive damage is required.

A event, setPlayerRandomTransform could be really useful. If any of you are scripters, help appreciated. See here for details.





Points for killing a player: $50.
Penalties for Self Delete: -$100.
Chance for a bill to spawn: 1 in 3 & 1 in 6.
Chance for a goldbar to spawn: 1 in 10.
Teams: Ligacy United and Legacy Rebellion
Uniforms:


List of weapons that require money:
  • PKM-74
  • .50 Falcon
  • G18
  • .357 Magnum
  • G3A3
  • AK-103
  • P90
  • OLIN CAWS
  • Striker-12




Maps for over 10 players:

  • The Gallery. (Inspired by Gallery from older AVA versions)

Medium paced.


  • The Frost. (Snowfrost)

Slow paced, big, to be optimized. ~25000 bricks. (Approx. 250% bricks of all builds in one place)


  • The Afghan. (Made by Spade)

Mixed pacing.


Maps for under 10 players:

  • The Snow. (Inspired by Fy_Snow from CS)

Fast paced.


  • The Grand. (Inspired by $2000$ from CS)

Fast paced. Sightly bigger than The Snow.


*Rendered images of whole top of the map coming sooner or later.

Planned maps:
The Metro (Build kind of done) (Medium paced)
The Paint arena (Medium paced)
The Island (Slow paced)***
Burt's Red versus Yellow map (He asked if I'd like to put it on the server, but I've yet to receive the save file from him)

**Maps similar to some games are inspired by them but not 100% alike.
***The Island will be supposed to be a pretty big map, it's considered, but it might not be done in the end.
****Consider you have a useful/nice map that you wouldn't mind, or would want to have on the server? Show it to me and I'll consider, as long as you are prone to modifications.





Click the image to be led to the Blockland Server page.


Server hosting provided by CBMHost.





24 April '13
-Fixed minigame message on "general" book press.
-Kit 3 now costs $1000 and can save bought items.

23 April '13
-Adjusted shop system and fixed shotgun vendors.
-Implementation of Random Player Teleportation: Each map has multiple spawnpoints on your side of the map now, and you teleport randomly at each. The two exit doors no longer send you to a specific spawn, they both now have the same function.
-Implementation of a better spawn protection: When you spawn you make a Player Teleport effect, additionally, you get your player set as Invincible during the spawn protection. While Invincible, you can't be hurt, but you can hurt. The same playertype is being used in the lobby.
-Created a weapons range where you can kill bots to test your weapons before you use them in battle. Planned update is that the players can test a bought weapon for 30 seconds while in it.
-Halved spawns; this has to be addressed as players can get stuck in each-other easier. Will see what I can do later on.
-Integrated Spade's Afghanistan map.

22 April '13
-Kit system reworked.
-Shop system reworked: Most weapons are free, some cost money, you don't keep tools on death and you need to re-buy them everytime.
-You can only save free weapons on kits.
-Removed inflation from the game in general.
-Turned Auto-Reload on.
-You no longer keep tools on death. Kits are recommended to be used to get in battle quicker.
-Added weaponsets instant disabling/enabling by admin (For making the server sniper only, pistol only, [anything] only etc.).
-If your playertype gets in the ceilings, you get killed.
-Adjusted server topic.

20 April '13
-Kit 1 is now fully functional.
-Inflation virtually disabled, it's set at x1. It will stay that way up to the point I will get a working inflation*points/kill system.
-The Frost map.
-Added Minigame Reset exit door blocks to prevent bugging out of the map.
-Exit doors now work without VCE, yielding instant spawn time (No more spam-clicking it till it gets you to the map).
-Maps are now changing based on player count. Under and equal to 10 means small maps, bigger than that; big maps.
-Increased visibility of the Snow Environment.
-The RPK-74 LMG now costs $3500.

Planned updates:
-CTF feature for The Frost (Requires server restart; 20 captures will call minigame reset, that means that 1 capture / 5 minutes will yield the same minigame time as normal). Capturing the flag will yield $200.
-Implementation of (instant kill) Melee combat. A kill in melee will yield double points.
-Implementation of Consumables.
-Implementation of Burt's Red vs. Yellow map.
-The creation of a tree brick (or more) to optimize The Frost.
-Implementation of Spade's Afghanistan Map with the mention that it will be removed if he asks me to do so.




60
Gallery / Best PC ever advertisment buy now
« on: April 11, 2013, 06:26:07 AM »

Buy now at 1800-SWAG-133.
(By the way, we didn't murder their families yet).

***Does not come with actual PC.



Look at our happy customers!


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