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Messages - LeetZero

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2656
Suggestions & Requests / Re: IF and OR events
« on: February 09, 2014, 11:07:20 AM »
I think it would make more sense if you would put the if/or(else) before the input.
onActivate > if(Admin) > setHealth 100
onActivate > if(Normal) > setHealth 0
Would be easier to implement as well, but even so there would be too many things to include for those to work, they would clog more than it's wroth
Code: [Select]
if(Normal-Self)
if(Normal-Client)
if(Normal-Player)
if(Normal-Minigame)
if(A-Self)
if(A-Client)
if(A-Player)
if(A-Minigame)
if(SA-Self)
if(SA-Client)
if(SA-Player)
if(SA-Minigame)
if(Host-Self)
if(Host-Client)
if(Host-Player)
if(Host-Minigame)

VCE, despite needing longer event codes, is going to be more effective no matter how you look at it.

2657
I use Notepad++ for coding, Blender for modelling and Paint.NET for prints/textures. Audacity for music.

2658
Modification Help / Re: .dts collision on bricks doesn't fully work
« on: February 09, 2014, 10:57:45 AM »
Can you send me the files? I'd like to take a look
Get on Steam if you don't mind. We could talk easier there.
Outside of that, should I send you the whole brick or only the collision model?

Thanks to Barnabas for the fix. Updated in OP.

2659
Add-Ons / Re: [Brick] Tv
« on: February 09, 2014, 10:41:38 AM »
I think the TV was based off of something like:


Its rounded out in most places, which is the same with Masters TV. Anyways, Awesome job 10/10
Yeah, but I think it's abusively rounded. It could've went well with a octagon for the most shapes.
Apparently the TV IS a octagon, but given the resolution it looked rounded, my bad.
Still looks a bit out of place though due to the shape,  Idon't know.

2660
Add-Ons / Re: [GUN, CS:S] FN FiveSeveN by Mustang
« on: February 09, 2014, 10:41:07 AM »
I guess that's one way to label somebody who misuses a word.

No, they /are/ iron sights.
The point is that in Blockland "iron sights" has been generally repurposed in "aiming down the sights".
And now the second part is that of course you should keep the iron sights because there are tons of weapon add-ons that do have "iron sights" without "aiming down the sights". This makes more sense now.

2661
Off Topic / Re: Anime and Manga Megathread
« on: February 09, 2014, 10:38:36 AM »
Damn dude, it will take ages in grocery shopping, my grandma can walk faster
That's the name of the anime.And I understood the joke but I still didn't laugh.

2662
Modification Help / Re: .dts collision on bricks doesn't fully work
« on: February 09, 2014, 10:28:30 AM »
I see, those meshes are within the same object. You need to break each convex bit into one object. Also, make sure the selected layer in the exporter is corresponding with the actual layer the objects are on.

If I guessed it right, you need to split your collision mesh into 5 objects.
It's still broken as is. Nothing changed.

2663
Modification Help / Re: .dts collision on bricks doesn't fully work
« on: February 09, 2014, 09:05:15 AM »
Can you show us the model of your collision mesh?

Also, check whether the file paths and file names in the .cs file are valid.

The brick itself has collision as otherwise my player wouldn't collide with it or be able to climb the sidewalk. The file paths and the names in .cs are valid.
Also,

At the beginning that is not a plane, that's a flattened cube. I'll fix it and try again before you say anything but I doubt it will do anything good. Apparently I had 2 of those, along the actual shape.. Anyway, removed them. No effect.

2664
Modification Help / .dts collision on bricks doesn't fully work [FIXED]
« on: February 09, 2014, 07:30:51 AM »
I have a .blb brick with a non-cuboid collision shape so I made the collision in .dts thanks to tutorials given by Demian.
My player can walk on the collision just fine, and so do other bots or the horse or any non-physical vehicle.
The issues are:
The brick does not receive projectiles, you can't hammer it, you can't wrench it, you can't paint it.
Physics vehicles have no collision with it.






I have fixed the issue thanks to Barnabas.
There are two things you can try:
-Split every mesh from the object to another object. If you have them in the same object, go into verticle mode, select all verticles, press P and select Loose. Afterwards rename each one of them Col0 Col1 Col2 Coln.
-Select objects and press F9, afterwards press Double-Sided Faces so it's unselected..

2665
Suggestions & Requests / Re: Larger road bricks
« on: February 09, 2014, 05:20:43 AM »
[-quote author=Xalos link=topic=250961.msg7273384#msg7273384 date=1391940633]
Plant the DEFAULT curve. Now imagine the sidewalks, raised up the height of one plate.

It needs. A dts. Collision mesh.
[/quote]
.blb can withstand up to 10 cube collision meshes.
It's somewhat possible, if you are to lower the amount of sections on the curve.
I'll give this a try to see what I will end up with.

I forgeted up on the sizing in Blender so it's 46x46, but can be easily fixed.
Anyway, it works well. Could use some better details though.
This was done just as a test.
Also I need to figure out how to make those top textures normal.


I somehow forgeted something up so Blockland gets a runtime error from the brick, let me see what I can do..?

[img\]http://www.leetlegacy.tk/images/captures/imgno001d09m02y2014.png[/img]
Current issues:
Despite multiplying the size of the TOP's UV Texture from the default (1x) to 46x, apparently the studs are misplaced on the brick. I can't figure out why.
There is no collision on the corners: If I rotate a existing col it gives me a runtime error and if I deform a cube the brick becomes invisible.


[i-mg]http://www.leetlegacy.tk/images/captures/imgno002d09m02y2014.png[/img]
The collision works fine, but there are two more issues left:
Despite the collision working for the player, apparently you can't spray or hammer (or anything) the brick.
I still can't figure out how to make the studs right.
Also, the collision doesn't work with vehicles; what needs it the most :/

Ironically enough, the studs still loop though:
[i-mg]http://www.leetlegacy.tk/images/captures/imgno003d09m02y2014.png[/img]

Special thanks to Demian and Barnabas for helping me make one loving curved road brick. Not joking about the special thanks though, this helped me learn more about how collisions and bricks work.
That aside, I also afforded to increase the detail level for the brick a tiny bit (collisions are still stable), could still be improved though:

Before I continue, any special requests for the set?

2666
Add-Ons / Re: [GUN, CS:S] FN FiveSeveN by Mustang
« on: February 09, 2014, 05:18:11 AM »
@poll:
"Keep them. Just like in Counter Strike."
Are you mental?

2667
I remember one game about 1 to 2 years ago in which there were 2 teams of players in a relatively roof-less compound. It was actually a brick that was invisible from the top but the face was visible from the bottom, so for the players down there it would still appear as there is a roof; anyway:
A commander was chosen from each team.
The catch is that there were 2 control points, and then there were lots and lots of rooms. What happened is that all the doors are locked per turn, but the commander can open a door per turn, after which it's the turn of the other commander. You generally wasn't able to see what's behind a door as a player, but the commanders did, so it was surprisingly the first gamemode I ever seen where teamwork was so based upon that I seen commanders lead out orders in chat and people actually followed them.
Should be very easily done, but will be wrecked if it has less 8 players (3 players on each team with 1 commander) at any time since it would be way too boring. If I remember an actual issue that game had is that there was no timer and the commander could've not done anything and basically it was endgame. Additionally I think it could've been improved with strategical points which would give players weapons or give the commander the ability to open 2 doors or something.
I wish to see this remade. If I wouldn't be a lazy forget I would personally make it. But even if I do make it, the server will not function at all if there are less than 4 players, and even then it would be heavily boring to get 1v1 (and 1v1 commanders) fight eachother through rooms per turns when they could just go to any other TDM. It's fine when there are multiple people because things can actually get interesting there (more or less).

If anything, someone who knows his stuff could make this with bots. I can figure out ways to make it so bots go in a new room when a door is opened, but I can't think of a way to split bots up so a group of bots stay in the room and just part of the bots move. Or being able to strategically place them in the corners of the room for the incoming enemy team.

2668
Suggestions & Requests / Re: Good DM Maps
« on: February 09, 2014, 04:24:04 AM »
I know a friend that has some good TDM maps. Although, its almost private only.


I think he literally means DM, not TDM.

Also as far as I can think of, I think absolutely everyone who has built fighting builds have made them specifically for TDM, because it allows for a bigger volume of players. There may be some which can however be re purposed to DM but I doubt how many.

2669
Add-Ons / Re: [Brick] Tv
« on: February 09, 2014, 04:19:52 AM »
That's pretty rad but I think it has insanely more polygons than what it should. It's too round everywhere.

2670
Off Topic / Re: What's your Steam Account worth.. Really?
« on: February 08, 2014, 07:32:27 PM »
Over the last 5 years, you've spent 2787.7 hours playing this selection, which includes 296 items, is valued at $3531.07, and requires 1195.9 GB

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