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Messages - Space Guy

Pages: 1 ... 180 181 182 183 184 [185] 186 187 188 189 190 ... 410
2761
Off Topic / Re: darn kids keep on ringing my doorbell and running
« on: July 30, 2009, 04:38:13 PM »
Rig the doorbell to electrically shock them.

And trigger the vinegar.

2762
Modification Help / Re: AmadeZombies Public Beta
« on: July 30, 2009, 04:14:46 PM »
If I had any idea how to do that I would've. I looked at Team Deathmatch and I didn't understand any of the coding.
You could add it as a game mode, perhaps. Look at the existing ones + Gamemode_Example.cs for how.

2763
Modification Help / Re: extra inventory slot problem
« on: July 30, 2009, 03:00:28 PM »
There's an "Extra Inventory Slots" support file available somewhere that fixes this. Copy that file into your Add-On's folder, execute it in server.cs and give credit.

2764
Suggestions & Requests / Re: Ammo mod.
« on: July 30, 2009, 02:43:06 PM »
... Exactly. And 99% probable to break at least one weapon.

2765
Add-Ons / Re: Add-on: Weapon_Lightning
« on: July 30, 2009, 02:42:19 PM »
Not possible.
- Hands out (/zombie)
- Electricity (emitters)
- Health-Drain (easy)
- Shaking (Brick physics on smaller things in the area + Rocket-hit-ground screen shake is possible)

2766
Suggestions & Requests / Re: Ammo mod.
« on: July 30, 2009, 12:39:00 PM »
There is one way you may be able to do it, but it's extremely hacky and will probably break a lot of weapons...

Go through every existing shapeBaseImageData. Replace any ones with stateScript[whatever] = "onFire" with "onAmmoFire". Then define WeaponImage::onAmmoFire() to decrement the ammo count by one and then call onFire. It should also mount a "Out of ammo" image (like the Zombies mod) if your ammo count is zero at that point. (Create one image per item, not for each other weaponimage, that way it saves datablocks for e.g. the Portal Gun)

2767
Modification Help / Re: Chat responce
« on: July 30, 2009, 10:08:55 AM »
Server commands go in server scripts. You won't be able to detect that unless you are hosting a non-dedicated server.

You'll need to overwrite NMHType::send or whatever it is. Two packages - one to be enabled and disabled and one to control it.

2768
Suggestions & Requests / Re: Ammo mod.
« on: July 30, 2009, 10:05:59 AM »
Is it possible to work around? I'm guessing if it is, it wouldn't be an easy thing to do.
Yes. You can hard-code a hack for every single weapon in existance.

i.e. no with the number there is now

You'd also either need a second "no ammo" image for every weapon type or hacking the states of each to bits.

2769
Suggestions & Requests / Re: side-scrolling player type
« on: July 30, 2009, 08:15:51 AM »
The camera is controlled by the engine code. Only Badspot could do that.

2770
Suggestions & Requests / Re: Ammo mod.
« on: July 30, 2009, 02:07:14 AM »
The main problem is that other mods cannot affect the ammo of 'spread-firing' generic machine guns or shotguns in any way.

2771
Help / Re: Advanced techniques for Chatprint events
« on: July 30, 2009, 02:06:22 AM »
<br> - Newline. Very helpful for multi-lined messages.

2772
Suggestions & Requests / Re: side-scrolling player type
« on: July 30, 2009, 02:02:45 AM »
Forgive me if this has been suggested, i didn't find anything on the search button.
Then you are really bad at searching.

This has been suggested many times. Yes, it is possible but not in any way that is actually efficient or useful. I used some method using schedules for v8 which sort of worked but it was really laggy if more than three people used it and crashed the game if you jumped in water.

Ideally an option in the player datablock could be added which would help with this sort of thing, some kind of "horizontal camera rotation" would help a lot - we already have a vertical one which allows the Top-Down Player but no horizontal one.

2773
Modification Help / Re: Chat responce
« on: July 29, 2009, 05:31:11 PM »
activatePackage(blah);
deactivatePackage(blah);

2774
Suggestions & Requests / Re: SetPrint
« on: July 29, 2009, 03:48:46 PM »
There is "setPrintCount" which sets it to a number.

You can make a random number generator using a 10x long plate and spawnProjectile. Spawn a projectile from the plate to hit 10 1x1 brick above it, then use onProjectileHit events for each of these = 1 in 10 chance. If you use other sizes you can alter the percentages.

2775
Drama / Re: Roblox VS Blockland (Zones)
« on: July 29, 2009, 03:19:46 PM »
Where is that anyway, I cant find it anywhere. >_<
It hasn't been publicly released, but I don't know whether it's been given to heedicalking or not.

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