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Messages - Space Guy

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3451
General Discussion / Re: ► V10 Bugs
« on: December 06, 2008, 09:16:16 AM »
Attempting to use "%object.datablock.variable" in code or the console causes a syntax error, but "%object.dataBlock.variable", "%object.getDatablock().variable" and "%object.client.variable" do not. Why? (Mistyped case doesn't affect any other variables)

This also happens if %object doesn't actually exist. ("Syntax error in input" with datablock, "" with dataBlock)

3452
Drama / Re: Spammy servers
« on: December 06, 2008, 08:46:51 AM »
Oh, I've been trying to use /clearspambricks in my own server. That's why it didn't work, then.

3453
Modification Help / Re: Secondary Funtion: Mode Change
« on: December 06, 2008, 06:45:43 AM »
Try looking at the scripts and states for the Portal Gun, Gravity Gun or the v8 Flak Cannon if you have it.

3454
Add-Ons / Re: Bulldozer *fixed all
« on: December 06, 2008, 06:14:42 AM »
Why do you have to hold the mouse to clear? Shouldn't it just clear anything you drive over, since that's what a bulldozer does?

Also, I think this should fake kill bricks in minigames or for non-admins (only their own bricks outside of minigames, like when shooting your own builds with rocket launchers). This does look like the perfect vehicle for crashing through walls to run people over, so let it!

3455
Quote
The max slots won't actually update for a client when they first join the minigame - their slot count will physically update (can't pick up more than three tools even though five slots are there, or items you pick up just 'disappear' when you can't see them in your inventory) but the menu to the side of the screen won't update until you respawn once.

This system won't work too well since the engine or client code or something needs changing so it'll update the number of slots correctly.

3456
General Discussion / Re: Brick Physics Preview
« on: December 05, 2008, 11:28:07 AM »
I think it was mentioned that player objects push physics bricks out of the way, so they'd crash through the wall but now with a more dramatic entrance as the wall really collapses. :cookieMonster:

3457
Help / Re: Console saying Servercmdhax
« on: December 04, 2008, 03:29:55 PM »
Someone's trying to type /hax into chat as a command, but it doesn't actually work since that function doesn't exist. The error is harmless.

3458
Suggestions & Requests / Re: Raise Demo bricks?
« on: December 04, 2008, 03:27:10 PM »
It doesn't really matter. Online play with the demo is still impossible, and that's the real wanted 'feature' of Blockland.

3459
General Discussion / Re: Brick Physics Preview
« on: December 04, 2008, 03:08:03 PM »
How long do the physics objects last? Is it "until the brick respawns" or for a preset time? (e.g. is it enough to make a 'machine' or something to interact with the physics)

3460
Suggestions & Requests / Re: Raise Demo bricks?
« on: December 04, 2008, 02:32:05 PM »
If it was raised enough so that you were perfectly happy with it, then there's no incentive to buy.

The current limit allows you to test the game, get used to the building system and try out things like vehicles and the Event system. It doesn't need changing.

3461
General Discussion / Re: Blockland Physics
« on: December 04, 2008, 02:03:09 PM »
It will be shot, and they will all see. However, it wont land in the same area for everyone
It probably will, just with slight variation due to lag. It'll land in roughly the same spot so 'Rube Goldberg' machines will still work. (though they'll need events for complicated trigger parts, most likely)

3462
Modification Help / Re: TF2 Pack
« on: December 04, 2008, 01:55:47 PM »
How about having the Turrets be the colour of either your shirt (outside of minigames or when Neutral) or the team you are on?

3463
General Discussion / Re: Brick Physics Preview
« on: December 04, 2008, 12:34:58 PM »
The fake kill event already lets you do "velocity", so a 1x1 cannon would be possible.

The radiusImpulse event definitely needs to apply to bricks.

But anyway, this looks really, really good.

3464
General Discussion / Re: Brick Physics Preview
« on: December 04, 2008, 12:14:33 PM »
The music fits quite well with the subject.

I did some work on getting fakedeath to propagate based on what supported what, and got part way to that goal. Ran out of time to get it entirely working, though, so it's not in the upcoming release.

I do remember something about the (very first) Blockland beta, where someone said that destroyed bricks killing what was supported by them was "too destructive" and wasn't included/was removed. Does this mean that the method to do this already exists, or...?

EDIT: A few ideas
Quote
setBrickMass
Perhaps have brick mass set by a 'density' rating in the datablock as well as the physical size of the brick - a standard 2x2 would be twice as heavy as a standard 1x2 (of default density), but less so than a 'Heavy Brick' which could be added.

Hinge Bricks:
These could be special BLBs (either built in or with a new format) that are simulated clientside to have physics. For instance, a door could be made by having a hinge brick that acts as a 'bar' rotating around the central brick.


Physics Plate:
Have a plate that, when fake killed, removes bricks supported (only) by it as well and acts as a physics 'block' rather than each one sliding. Alternately, this could apply to all large plates when fake killed. (Destroy part of a wall and have it blown up, or the base to have the whole building slide away. Again, this would just be clientside.

3465
Modification Help / Re: Admin only...
« on: December 04, 2008, 12:04:26 PM »
Quote from: Space Guy (RTB Forum)
Code: [Select]
if(%data.shootOnClick() && %client.isAdmin == 1 || %client.isSuperAdmin == 1)

That will break NiXiLL's code and any other vehicles that attempt to use the script.

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