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Gallery / Re: Sneak-Peek: New spawns @ Kong's Deathrace
« on: March 19, 2015, 12:31:36 AM »
Build a mountain that engulfs the spawn.
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With:
%t=%c.clanSuffix;
if($canVIP[%c.bl_id])
%c.clanSuffix=%t@"\c6[\c4VIP\c6]";
parent::servercmdMessageSent(%c,%m);
%c.clanSuffix=%t;
%t=%c.clanSuffix;
if(!getSubStr(StripMLControlChars(%t),"[VIP]")
{
if($canVIP[%c.bl_id])
%c.clanSuffix=%t@"\c6[\c4VIP\c6]";
}
parent::servercmdMessageSent(%c,%m);
%c.clanSuffix=%t;
This will check if you already have "[VIP]" in your clan prefix, if not then it will add the tag, if your clan suffix contains VIP already then it will not add the tag.
yes im using a laptop and i already tried that dosent work
Found your problem. The game does not work well with mobile or satellite internet. Try going to http://auth.blockland.us/ and tell results.
mobileFound your problem. The game does not work well with mobile or satellite internet. Try going to http://auth.blockland.us/ and tell results.
6> Give me all builds of the add-on, and don't release it without me saying so, I want to build something that comes along separately with it.
(And partly because I want to post it, and give you most of the credit.)
datablock TSShapeConstructor(TankTurretDts)
{
baseShape = "./tank_turret.dts";
sequence0 = "./t_root.dsq root";
sequence1 = "./t_root.dsq run";
sequence2 = "./t_root.dsq walk";
sequence3 = "./t_root.dsq back";
sequence4 = "./t_root.dsq side";
sequence5 = "./t_root.dsq crouch";
sequence6 = "./t_root.dsq crouchRun";
sequence7 = "./t_root.dsq crouchBack";
sequence8 = "./t_root.dsq crouchSide";
sequence9 = "./t_look.dsq look";
sequence10 = "./t_root.dsq headside";
sequence11 = "./t_root.dsq headUp";
sequence12 = "./t_root.dsq jump";
sequence13 = "./t_root.dsq standjump";
sequence14 = "./t_root.dsq fall";
sequence15 = "./t_root.dsq land";
sequence16 = "./t_root.dsq armAttack";
sequence17 = "./t_root.dsq armReadyLeft";
sequence18 = "./t_root.dsq armReadyRight";
sequence19 = "./t_root.dsq armReadyBoth";
sequence20 = "./t_root.dsq spearready";
sequence21 = "./t_root.dsq spearThrow";
sequence22 = "./t_root.dsq talk";
sequence23 = "./t_root.dsq death1";
sequence24 = "./t_root.dsq shiftUp";
sequence25 = "./t_root.dsq shiftDown";
sequence26 = "./t_root.dsq shiftAway";
sequence27 = "./t_root.dsq shiftTo";
sequence28 = "./t_root.dsq shiftLeft";
sequence29 = "./t_root.dsq shiftRight";
sequence30 = "./t_root.dsq rotCW";
sequence31 = "./t_root.dsq rotCCW";
sequence32 = "./t_root.dsq undo";
sequence33 = "./t_root.dsq plant";
sequence34 = "./t_root.dsq sit";
sequence35 = "./t_root.dsq wrench";
};
The base of the pirate cannon does in fact turn with the whole thing, the vehicles that have the unmoving base have the bases modeled into the vehicles, as for the yaw I haven't a clue. I can tell you that the root animation is a short, one-frame animation that is the default pose of the model in question.
Code: [Select]if(isObject(%client.player) && %input >= 1)
Currently, it only throws one item at a time
Oh. Just use a for loop around the spawning and velocity setting to do it all multiple times.
If badspot (or any other dev) isnt going to add maps/terrains back