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Messages - Thorfin25

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46
Gallery / Re: Sneak-Peek: New spawns @ Kong's Deathrace
« on: March 19, 2015, 12:31:36 AM »
Build a mountain that engulfs the spawn.

47
Help / Re: VIP script not working
« on: March 18, 2015, 07:58:10 PM »
Replace:

  %t=%c.clanSuffix;
      if($canVIP[%c.bl_id])
         %c.clanSuffix=%t@"\c6[\c4VIP\c6]";
      parent::servercmdMessageSent(%c,%m);
      %c.clanSuffix=%t;

With:
Code: [Select]
  %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.

48
Help / Re: blockland id authentication error
« on: March 18, 2015, 07:50:27 PM »
Then you cannot connect to the authorizing server, so as it stands you're out of luck. You'll need a new way to get internet to your laptop if you wish to play.

49
Help / Re: blockland id authentication error
« on: March 18, 2015, 01:19:28 PM »
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.

50
Help / Re: blockland id authentication error
« on: March 17, 2015, 10:55:07 PM »
mobile
Found your problem. The game does not work well with mobile or satellite internet. Try going to http://auth.blockland.us/ and tell results.

51
Suggestions & Requests / Re: Aperture Tag: Paint Gun
« on: March 17, 2015, 10:52:11 PM »
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.)

52
I just noticed that the tank turret has a look as well. If nobody jumps on who has in fact made turrets before that can help you then you could try searching the ancient forums, asking a modeler directly, and if those fail PM Badspot.

53
You do know that the turrents aren't vehicles, but rather bots, right? Specifically they use the TSShapeConstructor
The only animation you will need is the root animation, example:
Code: [Select]
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.

55
Help / Re: blockland id authentication error
« on: March 17, 2015, 01:04:34 AM »
Are you using satellite or mobile internet?

56
Suggestions & Requests / Re: Slayer plug-in
« on: March 17, 2015, 12:12:56 AM »
Lock teams, and use events to set teams. Have a normal spawn point that does onPlayerTouch>Client>SetTeam

57
Suggestions & Requests / Re: Engine upgrade *read please*
« on: March 16, 2015, 06:26:17 PM »
I'm stating an actual fact of how they work in-game. Personally I liked terrain and maps, and I'd still play with them in the game, however due to the engine and how shaders and terrains are coded, then having both would kill most players' FPS. So, no, I am in fact not stating an opinion when I say they are piss poor.

59
Modification Help / Re: getActivateDirection + ItemCount
« on: March 16, 2015, 05:36:25 PM »
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.

Your current if check get run once, so it will only check if %input is greater than one, it will not check any further for any other numbers. You should create a simple for loop, as -Jetz- stated to get it to drop multiple items.

60
Suggestions & Requests / Re: Engine upgrade *read please*
« on: March 16, 2015, 05:28:37 PM »
If badspot (or any other dev) isnt going to add maps/terrains back

How many times must we go over how piss poor the maps/terrain was?

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