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Topics - Nexus

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Modification Help / Inventory Bug
« on: February 05, 2011, 05:29:19 PM »
I have been frustrated recently when I try to run the following test.

Code: [Select]
if(%player.currTool > -1)
This always default to true if the player has not opened his/her inventory yet since their player has spawned.  After opening the inventory, it works fine, but I need a way to check if the player has opened their inventory since they have spawned.

Two possible solutions I see is by commanding the players to open/close their inventories when they spawn, but I do not know the commandToClient to do that, or I can find the function for opening the inventory, and when it is called set a client variable to true/false, so I know when it has been called.

What is the command to toggle your inventory?

General Discussion / Which is better for hosting a server?
« on: February 05, 2011, 03:24:24 PM »
So I have two computers to choose from if I want to host a server.

Older Computer - desktop
 - 4 cores (I think blockland can only use one)
 - 2.51 Ghz (used to be 2.6~2.7)
 - 6 GB RAM
 - 512 MB Graphics
 - Vista (Buggy and inconsistent)

New Computer - laptop
 - 4 cores
 - 1.7 Ghz
 - 8 GB RAM
 - 1 GB Graphics
 - Windows 7 (epicsauce)

Which is more important? RAM or processor speed?  Is the better processor speed worth having less ram and graphics?

My old computer has a history of random freezes, but they arent very common, and has a bit stronger internet connection.

Modification Help / Minigame Functions - Testing TeamName
« on: January 20, 2011, 08:59:21 PM »
How do I test the team a client is in during a minigame?
My guess is %client.teamName, but I am getting weird results when I rest it.

Modification Help / Finding the %client from the %player
« on: January 16, 2011, 11:22:07 AM »
If I have a function such as
Code: [Select]
function Armor::onTrigger(%datablock, %player, %slot, %var)

is there a way to find client connected to the %player?

1. input %client.player
2. ???
3. output %client
4. Profit

Suggestions & Requests / An Anti Water Brick
« on: January 09, 2011, 12:14:33 PM »
Somone needs to make an anti water brick, that will create a pocket of NotWater in the space the player puts the brick in.

So if you want to make a submarine that you do not have to swim around in, it can be done.

Add-Ons / Server_NewChat (restricted edition)
« on: January 09, 2011, 11:33:23 AM »
This is my first addon, or at least what I'm allowed to post of it, and I call it

This is the description from the description.txt file:

Code: [Select]
This chatmod is a combination of all the different chat-based mods I have ever seen, along with a few of my own.
 - Standard Chat
 - Timestamps
 - Titles
 - User Defined Names
 - Local chat
 - Console access (removed)
- Private Messaging
 - Actions
 - Emoticons
 - See the full list in game by typing "/chatfunctions"

I would like to thank:
 - Bauklotz for saving me alot of work by letting me work with his chatmod
 - all the people that helped to test, and gave me ideas/advice
*please realize that this is the limited version that does not contain illegal chat evaluating functions, and that this is a complete rewrite of the serverCmdmessagesent function

A screenshot of the chatmod in action:

Since I was unsure if granting the host remote access to the console was a problem, or if it was just allowing the Host to grant people access, I removed both features.

Ideas bin:
 - A command to change the color of names in the chat.
 - A command to disable all names being capitalized.
 - A command to change the font.
 - A toggle for BL_IDs in chat.
 - A toggle for a "chat sound".
 - A toggle for the entire chatmod
 - Better flood protection
 - A toggle for removing client defined bitmaps and text codes from chat.
 - More Icons!
 - Client defined font/color (big rewrite)
 - Ingoring
 - Google search
 - Show ping of other clients
 - RTB prefs for everything.
 - Chatmod for people who want a boring chat experience

Suggestions & Requests / A multi mission server
« on: January 07, 2011, 05:03:53 PM »
In many other games, you can travel between maps while still on the same server.  I am wondering if the same can be done in blockland, where you could actually be able to travel between the kitchen and the bedroom without leaving/joining new servers.  An addon that can do this would be Epic and I'm sure there are people out there willing to take the challenge.


Ok, here is my take on how a server works right now.

The server is the circle (oval whatever) and the playing area is the box.  The clients are the little circles.  Imagine a second box within the server, the oval.  That is what I am talking about.

And this is how a multi mission server would look:

Gallery / New Temple - o_q application
« on: January 03, 2011, 12:28:54 AM »
This was mostly an exterior temple, but I added a quick interior to it as well.  It isn't really my best interior, but I like this temple overall.  It has 2337 bricks, and was made on my new christmas laptop :D
Exterior Pics:

Interior Pics:

(There are no events)
Nexus BL_ID 4833
feel free to rate x/10
I'm also hoping that some experienced builders in this style, like Tophius, could give me some pointers.

Thanks for considering my application!

Creativity / Your First EasyToon
« on: December 08, 2010, 09:01:13 PM »
Post all your cool pixel animations here.
Get EasyToon

My first animation

My second Animation

My Third Animation

They are all 75x75 so you can use them as an avatar.
I am terrible at this, so I hope other people will post better ones here.

Feel free to rate fail/10

Gallery / EasyToon
« on: December 08, 2010, 08:56:40 PM »

Gallery / Super Mario Theme on a Synth, now with more Vanilla
« on: November 27, 2010, 09:39:42 PM »
Click --->   :cookieMonster:
New Song! --> :iceCream:

Feel free to make something interesting on a synth, or any musical contraption, and post it here.
Simply playing a song from a music brick does not count, unless you made the song.

Edit: feel free to vote x/10, but keep in mind this isnt made to be efficient.

Off Topic / Post your synth songs here! (or don't waste your time)
« on: November 22, 2010, 03:21:27 PM »
Click --->   :cookieMonster:

Make something interesting on a synth, or any musical contraption.
Simply playing a song from a music brick does not count, unless you made the song.

Modification Help / Help with GUI text list control
« on: November 13, 2010, 02:24:17 AM »
I just started learning about making GUIs, so I really don't have alot of experience with this.

I have a text list that works fine, and I want a function that can test which line is selected. I thought the code for this was List.getSelectedID(); , but that always defaults to line 0, no matter which line is selected.

Can someone help me out?

Code from client.cs
Code: [Select]
function PerkGui::HelpBuySelected(%gui)
%line = PerkGui_PerkList.getSelectedID();
%item = getField(PerkGui_PerkList.getRowTextById(%line), 0);
PerkDescription.SetText("This would purchase the item on line " @ %line @ "\n\nThis item is " @ %item);

Code from the GUI
Code: [Select]
new GuiScrollCtrl() {
         profile = "GuiScrollProfile";
         horizSizing = "right";
         vertSizing = "bottom";
         position = "10 50";
         extent = "300 400";
         minExtent = "8 2";
         visible = "1";
         willFirstRespond = "0";
         hScrollBar = "alwaysOff";
         vScrollBar = "dynamic";
         constantThumbHeight = "0";
         childMargin = "0 0";
         rowHeight = "40";
         columnWidth = "30";

         new GuiTextListCtrl(PerkGui_PerkList) {
            profile = "GuiTextListProfile";
            horizSizing = "right";
            vertSizing = "bottom";
            position = "1 1";
            extent = "298 2";
            minExtent = "8 2";
            visible = "1";
            command = "PerkGui.Perklist();";
            enumerate = "0";
            resizeCell = "1";
            columns = "0 70 130 220";
            fitParentWidth = "1";
            clipColumnText = "0";

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