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Topics - Yoke

Pages: [1] 2
1
General Discussion / Yoke's Parkour Knife (PK) TDM
« on: February 22, 2015, 09:34:52 PM »

(Developing Topic)

2
Help / RTB Prefs Help [Unsolved]
« on: February 20, 2015, 02:27:00 PM »
I have been having some issues hosting my dedicated server (CBM) using RTB.
Now, it works sometimes, but now it isn't working at all. The server prefs won't show, it will only show something that says "Tests" and nothing else. I tried removing a few mods that might add onto the prefs list but it still didn't work. I'm not sure how to fix this. There are a few things in there that I need to edit in order to host the server with no issues but I'm not sure what I need to do to fix this.

3
General Discussion / Bounty Hunter! 24/7 [Topic Moved]
« on: February 19, 2015, 10:15:49 PM »
Topic moved.

Click HERE.

4
Modification Help / Removing Iron Sights
« on: February 04, 2015, 06:53:15 PM »
Hey, I have a very quick and simple question.

I plan on using Gravity Cat's DWeapons on a server I am hosting. Is there any possible way for me to remove only the iron sights function from the weapon pack?

5
Modification Help / Crosshair in Third Person? [Unsolved]
« on: January 07, 2015, 04:01:50 AM »
I am working with a playertype that is only accessible through third person. Is there a way to impement the players first person cross hair into third person as well? Maybe using the crosshair image as a display directly in the center of a players screen? Basically, a way to make it easier for players to aim in third person while using this playertype. Lining up the crosshair image directly where a bullet would hit.

6
General Discussion / RED VS BLUE | PVP
« on: January 06, 2015, 09:14:48 PM »




___________________________________________________________________________________________

Ready for something new?
Red vs. Blue is a classic/retro styled "PvP" server including a variety of different weapons, perks, and abilities. This server will have a unique variety of user created maps to rotate between one another. With simple styled classes, and player rig customization. Gameplay includes a custom user created playertype, "Blocko Shooter" that is still currently under development. Visit the topic created by BlockAlpha for more details and progression.

___________________________________________________________________________________________

___________________________________________________________________________________________

Each player/team starts off with a balanced set of weapons. (This might or might not be changed) The current available classes are shown bellow. This is still currently under development and will be further explained in the future.

[Note] The current class selection is NOT final, there is a possibility of future changes.





Yoke, ID#: 5081
Building, Events, Adjustments.





[Disclaimer] I did NOT create the layout or design of this map. Full credentials go to Bushido. This is only a beta map for testing, this will not be official.

Player submitted maps must meet a few requirements before being accepted. Since gameplay will be fast paced and filled with a lot of movement/action. We are looking for medium-large scale map designs consisting of Modular Terrain Bricks, Default Bricks, Wedges, Fence and Razor Wire, Terrain (Trees are included), Intractable, Interior and Exterior, and must have as low of a brick count as possible. (Links will be given) There are no current maps. If you would like to submit a map, please either PM me (Yoke) or leave a comment including at least 1-4 images displaying your map. If you need a map reference, please click here. This will be further explained in the future.

___________________________________________________________________________________________

Watch gameplays and snips of the server on YouTube!










7
Add-Ons / M16A4 & Deagle | Updated!
« on: January 06, 2015, 01:29:45 PM »

- Photo credits with -Corvette-

Weapon Statistics :

• Burst Rifle (3 Rounds)
• Moderate damage
• 10 dealt damage per bullet
• High accuracy
• Medium fire rate
• Custom shell and bullet
• Muzzle effect
• Quality sound

(Models designed by Stratofortress/Peaceful War)

If you have an older version, please update!
The Deagle has been revised!
Download the revised Desert Eagle HERE.

8
Modification Help / Cust. Gun, Bow, PushBroom Help!
« on: November 15, 2014, 06:06:59 PM »
Hey!

 I'm having a bit of trouble on a weapon code. The weapon code for the (Ex. Gun, Bow, Long Ranged Weps) have two common issues, the code is quite simple actually. But I'm not sure how to fix the consistent problem I run into. I'll provide images bellow for visual confirmation if it helps at all. The original bow fires one arrow at a time, with my version (GoldBow) I'm not sure where in the code, but it forces the bow to fire like an automatic weapon. This problem is consistent with the Bow, Gun, and GoldHorseRay that I am currently working on. Another issue I run into is that the sound profiles (Wav.) I have inside each Zip. folder isn't working correctly. It will play the "OnHit" but not an "WeaponDraw" or "WeaponFire".

9
Modification Help / Custom SpeedKart Gamemode (Code Help!)
« on: September 29, 2014, 05:21:24 AM »
Hey!

Just make a quick custom SpeedKart gamemode. Everything is in place, Add-On's ready for start up. I start the gamemode, I'm floating on water. This is the code for the gamemode, I would GREATLY appreciate it if anyone can help me solve this issue. I have every single track that has been released on the forums. I need the tracks to rotate like normal SpeedKart, basically just load because nothing is loading.
Here is the code..
Quote
if($pref::Server::SpeedKart::RoundLimit $= "")
{
   $pref::Server::SpeedKart::RoundLimit = 8;
}

$SK::Initialized = false;

function SK_BuildTrackList()
{
   //
   %pattern = "Add-Ons/SpeedKart_Glacial_Run/save.bls";
   %pattern = "Add-Ons/SpeedKart_Lighthouse/save.bls";
   %pattern = "Add-Ons/SpeedKart_Red_Raceway/save.bls";
   %pattern = "Add-Ons/SpeedKart_Sand_Castle/save.bls";
   %pattern = "Add-Ons/SpeedKart_North_Pole/save.bls";
   %pattern = "Add-Ons/SpeedKart_GreenHills/save.bls";
   %pattern = "Add-Ons/SpeedKart_Descent/save.bls";
   %pattern = "Add-Ons/SpeedKart_Harbor/save.bls";
   %pattern = "Add-Ons/SpeedKart_PacTrax_Curvature/save.bls";
   %pattern = "Add-Ons/SpeedKart_Hydro_Plant/save.bls";
   %pattern = "Add-Ons/SpeedKart_Sierra_Island/save.bls";
   %pattern = "Add-Ons/SpeedKart_Volcano/save.bls";
  
   $SK::numTracks = 12;
  
   %file = findFirstFile(%pattern);
   while(%file !$= "Add-Ons/SpeedKart_Glacial_Run/save.bls")
   {
      $SK::Track[$SK::numTracks] = %file;
      $SK::numTracks++;

      %file = findNextFile(%pattern);
   }
}

function SK_DumpTrackList()
{
   echo("");
   if($SK::numTracks == 1)
      echo("1 track");
   else
      echo($SK::numTracks @ " tracks");
   for(%i = 0; %i < $SK::numTracks; %i++)
   {
      %displayName = $SK::Track[%i];
      %displayName = strReplace(%displayName, "Add-Ons/SpeedKart_", "");
      %displayName = strReplace(%displayName, "/save.bls", "");
      %displayName = strReplace(%displayName, "_", " ");

      if(%i == $SK::CurrentTrack)
         echo(" >" @ %displayName);
      else
         echo("  " @ %displayName);
   }
   echo("");
}

function SK_NextTrack()
{
   $SK::CurrentTrack = mFloor($SK::CurrentTrack);
   $SK::CurrentTrack++;
   $SK::CurrentTrack = $SK::CurrentTrack % $SK::numTracks;

   $SK::ResetCount = 0;

   SK_LoadTrack_Phase1($SK::Track[$SK::CurrentTrack]);
}

function SK_LoadTrack_Phase1(%filename)
{
   //suspend minigame resets
   $SK::MapChange = 1;

   //put everyone in observer mode
   %mg = $DefaultMiniGame;
   if(!isObject(%mg))
   {
      error("ERROR: SK_LoadTrack( " @ %filename  @ " ) - default minigame does not exist");
      return;
   }
   for(%i = 0; %i < %mg.numMembers; %i++)
   {
      %client = %mg.member[%i];
      %player = %client.player;
      if(isObject(%player))
         %player.delete();

      %camera = %client.camera;
      %camera.setFlyMode();
      %camera.mode = "Observer";
      %client.setControlObject(%camera);
   }
  
   //clear all bricks
   // note: this function is deferred, so we'll have to set a callback to be triggered when it's done
   BrickGroup_888888.chaindelete callback = "SK_LoadTrack_Phase2(\"" @ %filename @ "\");";
   BrickGroup_888888.chaindelete all();
}

function SK_LoadTrack_Phase2(%filename)
{
   echo("Loading speedkart track " @ %filename);

   %displayName = %filename;
   %displayName = strReplace(%displayName, "Add-Ons/SpeedKart_", "");
   %displayName = strReplace(%displayName, "/save.bls", "");
   %displayName = strReplace(%displayName, "_", " ");
  
   %loadMsg = "\c5Now loading \c6" @ %displayName;

   //read and display credits file, if it exists
   // limited to one line
   %creditsFilename = filePath(%fileName) @ "/credits.txt";
   if(isFile(%creditsFilename))
   {
      %file = new FileObject();
      %file.openforRead(%creditsFilename);

      %line = %file.readLine();
      %line = stripMLControlChars(%line);
      %loadMsg = %loadMsg @ "\c5, created by \c3" @ %line;

      %file.close();
      %file.delete();
   }

   messageAll('', %loadMsg);

   //load environment if it exists
   %envFile = filePath(%fileName) @ "/environment.txt";
   if(isFile(%envFile))
   {  
      //echo("parsing env file " @ %envFile);
      //usage: GameModeGuiServer::ParseGameModeFile(%filename, %append);
      //if %append == 0, all minigame variables will be cleared
      %res = GameModeGuiServer::ParseGameModeFile(%envFile, 1);

      EnvGuiServer::getIdxFromFilenames();
      EnvGuiServer::SetSimpleMode();

      if(!$EnvGuiServer::SimpleMode)    
      {
         EnvGuiServer::fillAdvancedVarsFromSimple();
         EnvGuiServer::SetAdvancedMode();
      }
   }
  
   //load save file
   schedule(10, 0, serverDirectSaveFileLoad, %fileName, 3, "", 2, 1);
}


//some horrible /commands to change tracks and such
function serverCmdTrackList(%client)
{
   for(%i = 0; %i < $SK::numTracks; %i++)
   {
      %displayName = $SK::Track[%i];
      %displayName = strReplace(%displayName, "Add-Ons/SpeedKart_", "");
      %displayName = strReplace(%displayName, "/save.bls", "");
      %displayName = strReplace(%displayName, "_", " ");

      if(%i == $SK::CurrentTrack)
         messageClient(%client, '', " >" @ %i @ ". \c6" @ %displayName);
      else
         messageClient(%client, '', "  " @ %i @ ". \c6" @ %displayName);
   }
}
function serverCmdSetTrack(%client, %i)
{
   if(!%client.isAdmin)
      return;

   if(mFloor(%i) !$= %i)
   {
      messageClient(%client, '', "Usage: /setTrack <number>");
      return;
   }

   if(%i < 0 || %i > $SK::numTracks)
   {
      messageClient(%client, '', "serverCmdSetTrack() - out of range index");
      return;
   }

   messageAll( 'MsgAdminForce', '\c3%1\c2 changed the track', %client.getPlayerName());
  
   $SK::CurrentTrack = %i - 1;
   SK_NextTrack();
}

function serverCmdNextTrack(%client, %i)
{
   if(!%client.isAdmin)
      return;

   messageAll( 'MsgAdminForce', '\c3%1\c2 changed the track', %client.getPlayerName());
  
   SK_NextTrack();
}

package GameModeSpeedKartPackage
{
   //this is called when save loading finishes
   function GameModeInitialResetCheck()
   {
      Parent::GameModeInitialResetCheck();

      //if there is no track list, attempt to create it
      if($SK::numTracks == 0)
         SK_BuildTrackList();
      
      //if tracklist is still empty, there are no tracks
      if($SK::numTracks == 0)
      {
         messageAll('', "\c5No SpeedKart tracks available!");
         return;
      }

      if($SK::Initialized)
         return;

      $SK::Initialized = true;
      $SK::CurrentTrack = -1;
            
      SK_NextTrack();
   }

   //when we're done loading a new track, reset the minigame
   function ServerLoadSaveFile_End()
   {
      Parent::ServerLoadSaveFile_End();

      //new track has loaded, reset minigame
      if($DefaultMiniGame.numMembers > 0) //don't bother if no one is here (this also prevents starting at round 2 on server creation)
         $DefaultMiniGame.scheduleReset(); //don't do it instantly, to give people a little bit of time to ghost
   }
  
   //vehicles should explode in water
   function VehicleData::onEnterLiquid(%data, %obj, %coverage, %type)
   {
      Parent::onEnterLiquid(%data, %obj, %coverage, %type);

      %obj.damage(%obj, %obj.getPosition(), 10000, $DamageType::Lava);
      %obj.finalExplosion();
   }

   //players should die in water
   function Armor::onEnterLiquid(%data, %obj, %coverage, %type)
   {
      Parent::onEnterLiquid(%data, %obj, %coverage, %type);
      %obj.hasShotOnce = true;
      %obj.invulnerable = false;
      %obj.damage(%obj, %obj.getPosition(), 10000, $DamageType::Lava);
   }

   //when vehicle spawns, it cannot move (event must enable it)
   //this solves the driving through the garage problem
   function WheeledVehicleData::onAdd(%data,%obj)
   {
      Parent::onAdd(%data, %obj);

      for(%i = 0; %i < %data.numWheels; %i++)
         %obj.setWheelPowered(%i, %on);
   }

   //also you cannot click-push a vehicle while it is in non-moving mode
   function vehicle::OnActivate(%vehicle, %activatingObj, %activatingClient, %pos, %vec)
   {
      //just check a wheel
      if(!%vehicle.getWheelPowered(2))
         return;

      Parent::OnActivate(%vehicle, %activatingObj, %activatingClient, %pos, %vec);
   }


   //if you kill yourself in a vehicle, kill the vehicle
   function serverCmdSelf Delete(%client)
   {
      %player = %client.player;
      if(!isObject(%player))
         return;
      
      %vehicle = %player.getObjectMount();

      //kill the vehicle we're in
      if(isObject(%vehicle))
      {
         //if wheels are not powered, we're probably at the start of the race, so don't allow Self Delete in a vehicle
         %poweredTime = getSimTime() - %vehicle.poweredTime;
         %doBuzzer = false;
         if(%vehicle.getClassName() $= "AIPlayer")
            %doBuzzer = true;
         else if(!%vehicle.getWheelPowered(2) || %poweredTime < 8000)
            %doBuzzer = true;

         if(%doBuzzer)
         {
            //spam protect the buzzer enough to prevent serious problems
            if(getSimTime() - %player.lastSelf DeleteBuzzerTime > 200)
            {
               %player.lastSelf DeleteBuzzerTime = getSimTime();
               serverPlay3d("Beep_No_Sound", %vehicle.getPosition());
            }
            return;
         }

         //if vehicle is on fire, do final explosion
         //otherwise kill vehicle
         if(%vehicle.getDamagePercent() >= 1.0)
            %vehicle.finalExplosion();
         else
         {
            %vehicle.damage(%vehicle, %vehicle.getPosition(), 10000, $DamageType::Default);        
            %player.burnPlayer(5);
         }
      }
      else
      {        
         //no vehicle, normal Self Delete
         Parent::ServerCmdSelf Delete(%client);
         return;
      }

   }
      
   //resume death animation after corpse is booted out of burning vehicle
   function Armor::onUnmount(%data, %obj, %slot)
   {
      Parent::onUnmount(%data, %obj, %slot);

      if(%obj.getDamagePercent() >= 1)
      {
         %obj.playthread(3, "death1");
      }
   }
  
   //if smoeone gets back into a garage after the game starts, we don't want them to be able to press a button and respawn someone's cart from under them
   function fxDTSBrick::setVehicle(%obj, %data, %client)
   {
      if(isObject(%obj.vehicle))
      {
         //vehicle exists, if it is far from spawn, don't do this event
         %vec = vectorSub(%obj.vehicle.getPosition(), %obj.getPosition());
         %dist = vectorLen(%vec);
         if(%dist > 10)
         {
            return;
         }
      }

      Parent::setVehicle(%obj, %data, %client);
   }
  
   //total hack: when a vehicle is turned on record the start-of-race time
   // other options would be to make another event or add in a time offset
   function fxDTSBrick::setVehiclePowered(%obj, %on, %client)
   {
      Parent::setVehiclePowered(%obj, %on, %client);

      if(%on)
      {
         if(isObject($DefaultMiniGame))
         {
            if($DefaultMiniGame.raceStartTime <= 0)
               $DefaultMiniGame.raceStartTime = getSimTime();
         }
      }
   }

   function MiniGameSO::Reset(%obj, %client)
   {
      //make sure this value is an number
      $pref::Server::SpeedKart::RoundLimit = mFloor($pref::Server::SpeedKart::RoundLimit);

      //handle our race time hack
      %obj.raceStartTime = 0;

      //count number of minigame resets, when we reach the limit, go to next track
      if(%obj.numMembers >= 0)
      {
         $SK::ResetCount++;
      }

      if($SK::ResetCount > $pref::Server::SpeedKart::RoundLimit)
      {
         $SK::ResetCount = 0;
         SK_NextTrack();
      }
      else
      {
         messageAll('', "\c5Beginning round " @ $SK::ResetCount @ " of " @ $pref::Server::SpeedKart::RoundLimit);
         Parent::Reset(%obj, %client);
      }
   }  
};
activatePackage(GameModeSpeedKartPackage);

// more time to fly out of a burning car
$CorpseTimeoutValue = 7000;

//special event to explode vehicles that are left in the garage
registerOutputEvent("fxDTSBrick", "explodeNearVehicle", "");
function fxDTSBrick::explodeNearVehicle(%obj)
{
   %vehicle = %obj.vehicle;
   if(!isObject(%vehicle))
      return;

   %delta = vectorSub(%vehicle.getPosition(), %obj.getPosition());
   //echo("len = " @ vectorLen(%delta));
   if(vectorLen(%delta) < 5) //7.5)
      %vehicle.finalExplosion(); //damage(%vehicle, %vehicle.getPosition(), 10000, $DamageType::Default);
}


//special event to win the race, displays race time
registerOutputEvent("GameConnection", "winRace", "");
function GameConnection::winRace(%client)
{
   %mg = %client.miniGame;

   if(!isObject(%mg))
      %mg = $DefaultMiniGame;

   if(!isObject(%mg))
      return;

   //if race start time is not available, use time since last reset
   %startTime = %mg.raceStartTime;
   if(%startTime <= 0)
      %startTime = %mg.lastResetTime;

   %elapsedTime = getSimTime() - %startTime;
   %elapsedTime = mFloor(%elapsedTime / 1000);
  
   %mg.chatMessageAll(0,  "\c3" @ %client.getPlayerName() @ " \c5WON THE RACE IN \c6" @ getTimeString(%elapsedTime) @ "\c3!");
   %mg.scheduleReset(7000);
}  

Heres the gamemode .txt
Quote
//Default stuff...
ADDON Brick_Arch
ADDON Brick_Large_Cubes

ADDON Support_Player_Persistence
ADDON Brick_Treasure_Chest

ADDON Brick_V15
ADDON Emote_Alarm
ADDON Emote_Confusion
ADDON Emote_Hate
ADDON Emote_Love
ADDON Light_Animated
ADDON Light_Basic
ADDON Particle_Basic
ADDON Particle_FX_Cans
ADDON Particle_Player
ADDON Particle_Tools
ADDON Particle_Grass
ADDON Player_No_Jet
ADDON Print_1x2f_Default
ADDON Print_2x2f_Default
ADDON Print_2x2r_Default
ADDON Print_Letters_Default
ADDON Sound_Beeps
ADDON Sound_Phone
ADDON Sound_Synth4
ADDON Script_AdvanceLight
ADDON Server_SloMoDeath
ADDON Script_VehicleStereo

ADDON Vehicle_Pirate_Cannon
ADDON Vehicle_Tank
ADDON Weapon_Rocket_Launcher
ADDON Projectile_GravityRocket
ADDON Vehicle_Jeep
ADDON Vehicle_Horse
ADDON Vehicle_Rowboat
ADDON Weapon_Bow
ADDON Weapon_Spear
ADDON Weapon_Sword

ADDON Support_Doors
ADDON Brick_Doors

ADDON Brick_Halloween
ADDON Brick_Teledoor
ADDON Brick_Christmas_Tree


//Kart racing stuff...
ADDON Brick_ModTer_BasicPack
ADDON Brick_ModTer_InvertedPack
ADDON Print_ModTer_Default
ADDON GameMode_SpeedKart
ADDON Server_VehicleGore
ADDON Event_Camera_Control
ADDON Vehicle_Speedkart
ADDON SpeedKart_Glacial_Run
ADDON SpeedKart_Lighthouse
ADDON Speedkart_Red_Raceway
ADDON SpeedKart_Sand_Castle
ADDON SpeedKart_North_Pole
ADDON SpeedKart_GreenHills
ADDON SpeedKart_Descent
ADDON SpeedKart_Harbor
ADDON SpeedKart_PacTrax_Curvature
ADDON SpeedKart_Frozer
ADDON SpeedKart_Hydro_Plant
ADDON SpeedKart_Sierra_Island
ADDON SpeedKart_Volcano


//bots
ADDON Bot_Hole
ADDON Bot_Blockhead
ADDON Bot_Horse
ADDON Bot_Shark
ADDON Bot_Zombie

//for bandito
ADDON Weapon_Gun
ADDON Weapon_Guns_Akimbo

MUSIC Rainbow_MK64
MUSIC Mountain_MK64
MUSIC Jungle_MK64
MUSIC Highway_MK64
MUSIC Desert_MK64
MUSIC Beach_MK64
MUSIC Circut_MK64
MUSIC Snow_MK64

//environment
$EnvGuiServer::SimpleMode 0
$EnvGuiServer::SkyFile Add-Ons/Sky_Skylands/Skylands.dml
$EnvGuiServer::WaterFile Add-Ons/Water_Brick/brick.water
$EnvGuiServer::GroundFile Add-Ons/Ground_Plate/plate.ground
$EnvGuiServer::SunFlareTopTexture base/lighting/flare2.png
$EnvGuiServer::SunFlareBottomTexture base/lighting/corona2.png
$EnvGuiServer::DayOffset 0
$EnvGuiServer::DayLength 300
$EnvGuiServer::DayCycleEnabled 0
$EnvGuiServer::DayCycle Add-Ons/DayCycle_Default/default.daycycle
$EnvGuiServer::Sunational socialistmuth 238
$EnvGuiServer::SunElevation 21
$EnvGuiServer::DirectLightColor 1.000000 0.915888 0.836449 1.000000
$EnvGuiServer::AmbientLightColor 0.612150 0.592126 0.592126 1.000000
$EnvGuiServer::ShadowColor 0.000000 0.498211 0.579439 1.000000
$EnvGuiServer::SunFlareColor 0.200000 0.200000 0.200000 1.000000
$EnvGuiServer::SunFlareSize 2.25641
$EnvGuiServer::VisibleDistance 753.744
$EnvGuiServer::FogDistance 471.795
$EnvGuiServer::FogHeight
$EnvGuiServer::FogColor 0.771028 0.826666 1.000000 1.000000
$EnvGuiServer::WaterColor 0.172897 0.630841 1.000000 0.827103
$EnvGuiServer::WaterHeight 5
$EnvGuiServer::UnderWaterColor 140 178 255 134
$EnvGuiServer::SkyColor 1.000000 1.000000 0.785047 1.000000
$EnvGuiServer::WaterScrollX 0
$EnvGuiServer::WaterScrollY 0
$EnvGuiServer::GroundColor 1.000000 0.816578 0.607477 1.000000
$EnvGuiServer::GroundScrollX 0
$EnvGuiServer::GroundScrollY 0
$EnvGuiServer::VignetteMultiply 0
$EnvGuiServer::VignetteColor 0.000000 0.000000 0.000000 0.392157



//minigame rules
$MiniGame::Enabled 1
$MiniGame::GameColor 0
$MiniGame::InviteOnly 0
$MiniGame::IncludeAllPlayersBricks 1
$MiniGame::PlayersUseOwnBricks 0

$MiniGame::Points_BreakBrick 0
$MiniGame::Points_PlantBrick 0
$MiniGame::Points_KillPlayer 1
$MiniGame::Points_KillBot 0
$MiniGame::Points_KillSelf   -1
$MiniGame::Points_Die 0
   
$MiniGame::RespawnTime -1
$MiniGame::VehicleRespawnTime -1
$MiniGame::BrickRespawnTime 60
$MiniGame::BotRespawnTime 5

$MiniGame::UseSpawnBricks 1
$MiniGame::FallingDamage 1
$MiniGame::WeaponDamage 1
$MiniGame::SelfDamage 1
$MiniGame::VehicleDamage 1
$MiniGame::BrickDamage 1
$MiniGame::BotDamage 1
$MiniGame::EnableWand 0
$MiniGame::EnableBuilding 0
$MiniGame::EnablePainting 0

$MiniGame::PlayerDataBlockName No-Jet Player

$MiniGame::StartEquipName0 0
$MiniGame::StartEquipName1 0
$MiniGame::StartEquipName2 0
$MiniGame::StartEquipName3 0
$MiniGame::StartEquipName4 0

$MiniGame::TimeLimit 240




$Server::Quota::Schedules 9999
$Server::Quota::Misc 999
$Server::Quota::Projectile 999
$Server::Quota::Item 999
$Server::Quota::Environment 9999
$Server::Quota::Player 100
$Server::Quota::Vehicle 50
$Server::MaxPhysVehicles_Total 20

10
Help / Blockland Forums Avatar NOT updating
« on: September 28, 2014, 06:38:08 PM »
Hey!

I have a very quick question, I'm not sure if this belongs in Off-Topic or the Help board.
But for a VERY long time now I have had NO profile picture for my forum account. Every time I change it I don't see anything.
Look's like a little file, piece of paper in the the upper left hand corner of my profile. If anyone know's how to fix this please let me know.

11
Add-Ons / Default Gold [Updated]
« on: September 26, 2014, 09:07:41 PM »


-------------------------------
 Why so BASIC? Bling out your arsenal. ✔
-------------------------------

About :

I've been overwhelmingly bored with the Blockland Community lately. This idea completely came from "Pecon7's Boss Battle's server." I was awarded a "Golden Wrench". I made my own public version from scratch. Now I am expanding the pack with my own creativity and help of others.
Note : This code took me an exponential amount of time to complete. I'm still learning the basics.

Special Thanks (Credits) :

YK - "Golden Color"
zombekillz - Fixes/Adjustments
myst - Tester/Feedback
Faraday - Major Help
Futurjojo - For just being "You" :]

-----------------------------------------------

Pics? (Updates vary)

-----------------------------------------------

Features :

Custom Sounds
Ambient Lighting
Sparkle Effect (Weapon type may vary)
Golden Finish


Known Bugs :

Unfortunately, with every other golden weapon that was under development. They could NOT be completed. (Multiple reasons. Errors, bugs, glitched, ect.)

If you have any suggestions for improvement or requests, feel free to comment.

Package Includes :

Gold Bow
Gold Sword
Gold Wrench
Gold Hammer
Gold Wand


-------------------------------
Download!
If you have an older version please update!
-------------------------------


How to Install :

Open "Default Gold.zip" and extract the files into your "Add-Ons" folder. Run Blockland, enable them, enjoy.

Updates :

V.6 - Package Completed.
All weapons under development that were faulty terminated.
Major Bug Fixes, GoldBow fixed.

Quote
If you're still having trouble with any gold weapon,
Type one of the following into your console;
setmodpaths(getmodpaths());exec("add-ons/Weapon_Gold("Name Here")/server.cs");
setmodpaths(getmodpaths());exec("add-ons/Weapon_Gold("Name Here")/Weapon_Gold("Name Here").cs");
It should automatically transmit your datablocks, if not, use this code;
transmitdatablocks();
This should fix that particular weapon you specified. If this doesn't work, you might have done something wrong.

12
Clan Discussion / Blocko (Film & Design) REVISED
« on: August 25, 2014, 03:04:54 PM »
"Blocko?.. What the heck is that?"
Little brat.. Oh, hey there.

Okay, so before I begin yes this is a revision of the older topic "Blocko (Build & Design)"
Blocko is a group founded around 2012 focused around build, design, and film. The idea came up from an older/inactive member when a few of us sat down and decided; "Let's make this public." I have been a Blockland player for 7 1/2 years and yes, I've noticed a lot of changes regarding to the game, forums, online hosting, ect. My goal is to create something.. "New" something.. "Original and Unique" For the past year and a half I have constructed ton's of builds, ideas, ect with the help of some friends of course. Blockland has become quite boring to me in my opinion. There isn't really anything significant going on that could persuade me to actually play the game.. I'd like to change that. Since it's been about 2 years I haven't played Blockland, I thought I should take initiative to start up building my progress with Build & Design.



- You must be an eligible builder. A simple house painted blue has no significance, be creative.

- Be familiarized with the game, I'm looking for regular players. I don't plan on starting a tutoring class.

- At least have the knowledge of simple events, such as VCE and Relays. (If not, no biggy)

- Have respect. I'm looking for a great deal of maturity, this isn't daycare. Please grow up.

- Please, have an imagination.


Aero3000 - Head Authority
Maze
Evel
VelocityFactor - Head Authority
Socky
Velor
Short-Factor - Trustee
Cosmic Jumble -Second
Saturn
ThinkInvisible
Operator
Myst - Trustee
[)u[)e - Inactive for 3 years.

If you would like to join, please send me an APP via my direct messages. You must have a project (Any build of your choice) or it's considered spam. Note, for those who have applied in the past... No, just because you are eligible to join does not mean you get "Admin".. No, it does not work like that.

I am currently working on a website. However, the YouTube Channel and Twitter are up and running. Feel free to subscribe.
We direct Blockland shorts, films, ect. The channel has been revised as well, we are now up and running. Check out our channel for our latest projects.
YouTube Channel
Twitter

If the comments get out of hand, disrespectful, or graphic I will lock the topic.

13
Modification Help / Player Coding (Multiple Errors) Need Assistance
« on: August 18, 2014, 05:49:51 PM »
I was just working on a player type and I've come across multiple errors regarding the sound profile, sprinting, and jumping.
When you (Right Click) to activate the players sprint...
Yes, it does work..
But when you attempt to jump while sprinting.. (Let's say I'd like to jump further?) it will not work.
I'd prefer the player to stop sprinting once the bar has depleted, then upon reactivating when the bar is full repeat the process.
I have custom sounds for the player (.wav Formatted)... But they will not Que when they are supposed to at all. There is no sound.
.. I have another request off-topic. I'd like to mount an emitter onto the player that STAYS mounted. I have one in mind, just not sure how to make it collaborate together.
If this is possible, I'd like to bind separate keys..

1.) Right Click to Sprint

2.) Double Tap Jump / or Double Tap Shift for jets

Here's the code..
I'm very quite new to this still, but I'll learn.
Quote
//Standard Armor, similar to the "Advanced Warfare" scheme
datablock PlayerData(PlayerAdvanced : PlayerStandardArmor)
{
        rechargeRate = 4;
   runForce = 4320;
   runEnergyDrain = 0;
   maxForwardSpeed = "7";
   maxBackwardSpeed = "5";
   maxSideSpeed = "5";
   maxForwardCrouchSpeed = "3";
   maxBackwardCrouchSpeed = "2";
   maxSideCrouchSpeed = "2";
   airControl = 0.1;
   jumpForce = 1080;
   canJet = 0;
   canRide = 1;
   showEnergyBar = 1;
        maxUnderwaterForwardSpeed = 80;
        maxUnderwaterBackwardSpeed = 80;
        maxUnderwaterSideSpeed = 80;
   jetEmitter = "./AVJetSpark.png";
   jetGroundEmitter = "./AVJetSpark.png";
   jetGroundDistance = 10;

        mass = 60;
        drag = 0.1;
        maxdrag = 0.52;
        density = 0.7;
        maxEnergy =  10;
        repairRate = 0.4;
        energyPerDamagePoint = 75.0;

        rechargeRate = 0.4;

        useCustomPainEffects = true;
        PainSound         = "./AVPainSound.wav";
        DeathSound         = "./AVDeathSound.wav";

        pickupRadius = 0.75;

        JumpSound         = "./AVJumpSound.wav";

        maxForwardCrouchSpeed = 3;
        maxBackwardCrouchSpeed = 2;
        maxSideCrouchSpeed = 2;

        jumpForce = 17 * 63; //17 * 63;
        jumpEnergyDrain = 0;
        minJumpEnergy = 0;
        jumpDelay = 0;
        jumpsound = "./AVJump.wav";
        camerahorizontaloffset = 1;
   cameraverticaloffset = 1;
   cameraMaxDist = 3;
   cameraTilt = 0.2;
   maxfreelookangle = 1;
   thirdPersonOnly = 1;
   minJetEnergy = 2;
   renderFirstPerson = true;
   jetEnergyDrain = 7;
   canJet = 0;
   jetsound = "./AVJet.wav";

   uiName = "AV Player";
   showEnergyBar = true;

   runSurfaceAngle  = 25;
   jumpSurfaceAngle = 25;

};

datablock PlayerData(PlayerAdvancedActive : PlayerAdvanced)
{
   runEnergyDrain = 7;
   minRunEnergy = 2;
   maxForwardSpeed = "15";
   maxBackwardSpeed = "10";
   maxSideSpeed = "10";

   maxForwardCrouchSpeed = "3";
   maxBackwardCrouchSpeed = "2";
   maxSideCrouchSpeed = "2";

   airControl = 0;

   uiName = "";

   canRide = 0;
};

package AdvancedPlayer
{
   function Armor::onTrigger(%data,%player,%slot,%io)
   {
      if(%slot == 4)
      {
         if(%io && %data.getName() $= "PlayerAdvanced")
         {
            %player.changeDatablock(PlayerAdvancedActive);
            %tool = %player.currTool;
            //servercmdunusetool(%player.client);
            %player.currTool = %tool;
         } else if(!%io && %data.getName() $= "PlayerAdvancedActive")
         {
            %player.changeDatablock(PlayerAdvanced);
            //servercmduseTool(%player.client,%player.currTool);
         }
      }
      Parent::onTrigger(%data,%player,%slot,%io);
   }
};
activatePackage(AdvancedPlayer);


This is approximately how high the player can jump.


This is the Run/Sprint error..

14
Clan Discussion / Blocko© Build & Design
« on: January 23, 2014, 05:53:05 PM »


Description :
Blocko© is a group I decided to start focused on "Build & Design". Lately, I have been more into building and designing different type of maps and similar designs for Blockand on multiple purposes. Since it's been about, 2 years since I haven't played Blockland, I thought I should take initiative to start upbuilding my progress with Build & Design. My main focus is not only on gaming, but further into college at the Ai Art Institute, I plan to pursue Graphic Design, Animation, and Marketing. The purpose of this post is to see if there are any fresh talent out there. I want to see if there are any new faces of Blockland, people highly skilled in Map Design and Building, I plan on recruiting a few. I like to see new potential when it comes to Design. Hence, in reality I am a Artist. I enjoy drawing, designing, coloring (Stencil and Pencil), and painting. I have other talent's as well, but the purpose of this post isn't to summarize myself.

Requirements :
- You must be an eligible builder. A simple house painted blue has no significance, be creative.
- Be familiarized with the game, I'm looking for regular players. I don't plan on starting a tutoring class.
- At least have the knowledge of simple events, such as VCE and Relays. (If not, no biggy)
- Have respect. I'm looking for a great deal of maturity, this isn't daycare. Please grow up.
- Please, have an imagination.

Current Members (2010 - 2014) :

Aero3000
Maze
Evel
VelocityFactor
Socky
Velor
Short-Factor
Cosmic Jumble
TomTom
Saturn
ThinkInvisible
Operator
Myst
[)u[)e - Inactive for 3 years.

I am currently working on a website. But the Youtube Channel, Twitter, and Facebook page are complete and open.
There is one upload at the moment, this Friday I shall record an upload more. I'm unsure if Filipe1020 or SirHerg1 still play Blockland. So I added some of their videos that I'm featured in to my channel. My channel has been inactive for about 4 years because I lost the information to the channel. I recently recovered my information and revised my channel. I would greatly appreciate it if you could Like, Comment, and Subscribe. It would really help out a lot, thanks. I post regularly on twitter, so if you ever would like to come in contact with me off Blockland related, you can there.

Youtube Channel : http://youtube.com/user/liljjiillop
Twitter : http://twitter.com/ItsYoke
Facebook : https://www.facebook.com/ItsYokee

If the comments get out of hand, disrespectful, or graphic I will lock the topic.

15
Gallery / Sector Build. [Multipurpose]
« on: January 18, 2014, 01:11:39 AM »
Sector TDM
- Sector Map / Build Constructed and completed on 1/17/14.
- Map CAN be further edited.


Hey everyone, I know it's been a while since I posted on the forums. This is a build I recently constructed with the help of a few builders. The terrain and bases are complete, but the map can continue being edited. We're focused right now on props, such as buildings, towers, etc. I really wouldn't mind new builders, but if you'd like to help let me know. This build's main focus is a Desert / Forest type theme. It took me a LONG time to figure out what to do with the build. It originally started off as a sectioned map, later extended, dramatically. The spawn rooms for the teams are complete. We are currently using Bushido's Quake Pack for weapons. We will mix up the build and weapons to see if we can get a better combination. This build is an ALL-Purpose build. You can use this build for almost and Slayer game mode, including Endless Zombies. The environment setting's were put to improve the appearance of the build. Please let me know what you think in the comments.

Improvement's? Edit's? Things to add?
[Link to this build is currently unavailable]

Credit's to ;
Magus
Maze
Aero3000
Emerald Master







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