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Messages - Xanderian

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76
Where does it save to? I could see this being useful if you could edit a .txt file in your config, and put all your names in there, along with the tags to change to.

77
General Discussion / Re: Would it be possible to port Blockland to Unity?
« on: January 12, 2014, 09:57:26 PM »
Is v0002 free the same thing like Minecraft Version 0.30?
What does this even have to do with porting Blockland to Unity? You're in the wrong topic.

OT: I could see it happening, but many of the current features would be slimmed down or removed if on unity. However, I imagine there would be many other good features. For one, the shaders wouldn't be stuff like they are now. Also, as others have stated, the Oculus Rift would be easily usable inside of Blockland, which is actually a big turn on for me. I just don't see it being very moddable. I mean, there are some Unity games that can be modded, (like Kerbal Space Program, which is run on Unity, as far as I'm aware) but the only question is how easy that would be to implement.

Even if he could work out a system to port all of the current  features over, and still have room for more features, I couldn't ever see it happening quick enough to be of any benefit. His lack of work on the current versions would make people leave, and eventually people would see it as a dead project and quit. Blockland would end up dying before he could ever finish a stable release on the Unity engine.

Whether Blockland would die or not, it would still probably end up taking as little as two or three years to do, and even then it would only be as good as, for example, v8.

78
Help / Re: The "Owner" team is acting weird.
« on: October 23, 2013, 05:32:35 PM »
If you leave the box besides the team type blank, then they will end up killing each other. Put something like Guard in for both of them, and then they won't attack each other.

79
Suggestions & Requests / Re: Visible Damage on Vehicles
« on: October 06, 2013, 01:19:20 PM »
This thread reminds me of a car, that even when it's health was 0, it still drove around perfectly, with a fire mounted to it, and the car recolored black.
That was just a VCE glitch. Its health was actually -1 instead of 0. Not sure why, but Blockland doesn't seem to realize that they're dead when their health is below 0. You did this by using VCE to make the vehicle's health 0, and then -1.

80
Suggestions & Requests / Re: Add-on groups
« on: October 06, 2013, 01:13:11 PM »
It'd be a little complicated, especially when it comes to adding new add-ons to the server, but I'm pretty sure you can execute the add-on list. That being said, you can set it how you want it, and then copy/paste the ADD-ON-LIST.cs to another .cs file and execute it whenever you want to use it.

81
Suggestions & Requests / Re: Turning Add-ons into .txt file list of names
« on: October 06, 2013, 12:49:39 PM »
I think he's wanting some sort of preset loader. You make a preset list of add-ons you want enabled/disabled. Then when you use the custom gamemode, you just load the preset and go from there.

82
Suggestions & Requests / Re: The Blockland Rebrand Project(!)
« on: October 06, 2013, 12:40:23 PM »
I would be willing to help turn this into an actual GUI file if you were to make some more of the custom buttons and all. I still have a copy of the mission editor, which has a GUI editor inside of it.

I would also need more of the actual concept photo's for it, actually.

83
Modification Help / Re: Modular Roads
« on: October 05, 2013, 03:20:29 PM »
When you said modular roads, I thought you were talking about roads that fit in with the Modular Terrain bricks.

84
Add-Ons / Re: Dovahkiin - DRAGONBORN
« on: July 11, 2013, 06:31:21 AM »
>finally get gmod
>halflife2 wep pack comes out
>finally get skyrim
>this comes out

wat
Quick! Get Arma 2 or 3! We could use some more animated weps.

85
Add-Ons / Re: Mini-Empires Brick Pack (By Titanium Man)
« on: May 26, 2013, 11:16:23 AM »
i dont want to go that far, because the player needs to have at least some creativity
i mean if the whole server used the same prebuilts for vehicles, it gets kinda boring
What about a turret, or a cannon? How about those? Also, is there any way you can make a sitting player, a player with one arm up, a player with two up, etc.?

86
that teleport thing seems hella useless and really abusable. just look to an out-of-the-way location and bamf, you're there

not to mention how stupid impractical that seems

growing and shrinking seem pretty dumb, too. if anything, shrinking should be a debuff brought about by a weapon- mostly because growing can cause you to be unable to leave (or enter) an area, and shrinking makes you slower AND extremely vulnerable, which is not-power-uppy at all
True, but what about the API? I was just listing things off of the top of my head, lol.

87
Add-Ons / Re: Mini-Empires Brick Pack (By Titanium Man)
« on: May 25, 2013, 08:52:33 PM »
How about A jeep, or a plane, etc? Some more vehicles could do. Also, is it possible to make a treasure chest, or something else  to signify economic stuff, such as money? Also, some animals would be neat.

On the other hand, I could really go for a zombie. I have high doubts that anyone will ever need one in a mini empires, but what the hell? It would look pretty damn neat.

88
What about a grow or shrink powerup, kind of like in Mario? What about teleport? Look where you want to go, run over the teleport and it does the /warp command.  Also, is there any API for this so that way we can make our own?

89
Add-Ons / Re: Chrisbot6's Renderman Mod - v3 Released!
« on: April 09, 2013, 05:04:23 PM »
WhatTheEff do you mean?  :cookieMonster:  Are you asking if the renderman plays the HESRIGHTTHERE sound as 3d rather than 2d? Idk, but I think your client plays it when the server sends it a command to do so. I could be wrong, but still. It would have been the most flexible, at least in my opinion. Ik it's not 3d though because if it were, everyone would hear it, and it would be... weird. What happens is, if you are looking at the renderman, the louder the sound is, and the more chances you have of dying. The more you look away, the quieter the sound is, and the less risk of death you are taking.

90
Add-Ons / Re: Chrisbot6's Renderman Mod - v3 Released!
« on: April 04, 2013, 09:47:22 PM »
-snip-
I think I just came up with a way to fix that anyways.
Code: [Select]
function armor::Damage(%this,%obj,%source,%a,%b,%c)
{
if(%this.isRenderman == 1)
    {
        if(%this.getState() $= "Dead")
        {
        removeRenderman(%this);
        }
    }
}
Not sure if it works, but I assume it does. I'm not much of a scripter anyways, but still, here you go. Put it inside the RMod package, since that's where I intent to have it if it works. :P

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