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Messages - zombekillz

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46
Add-Ons / Re: Rooftile bricks (V3) ~proper collision box~
« on: May 29, 2015, 09:39:27 PM »
ill think about a way to make the bricks more pretty at some point, probably fix the faces on the sides too, but for now i got other stuff going on, so i hope its not a big deal if i put all that off for a minute.

47
Environment Files / Re: Squideey's ocean pack skyboxes
« on: May 29, 2015, 03:48:43 PM »
I just copied the way the default skylands map did it (just make the ground invisible)

:o i never even noticed that skylands could be used that way.

48
Neat, perhaps ill give it a shot (pun detected) I wonder if when I export animations to dsq if the animation called by the image will still work. Probably will I suppose.

49
Add-Ons / Re: Synth8
« on: May 28, 2015, 08:27:39 PM »
Disclaimer
When decreasing the frequency of a sound, you are actually stretching the sound to make the sound waves farther apart. The same rule applies when increasing the frequency, however you are instead squeezing it. As a result, all sounds ranging from about C5 to C8 are essentially just a beep.
Couldn't sounds just be generated at different tones instead of edited?

50
Environment Files / Re: Squideey's ocean pack skyboxes
« on: May 28, 2015, 08:19:57 PM »
Daaamn, I didn't know I needed this before I saw it, but I wont play another minute without this!

Very smart way to implement reflection

51
Modification Help / Re: Environment Control Events
« on: May 28, 2015, 08:15:08 PM »
Can I get a link to the mod?

52
Modification Help / LOCKED
« on: May 28, 2015, 12:03:32 AM »
I was wondering this because I was recently looking at playertypes and how their animations are done through dsq files, I was wondering if I could separate some weapon animations into dsq so I can call them through playthread scripts. Is this possible?
i have gotten the animations all set up in .dsq format but im having this problem VVV

ok, so i have my weapon with its animations exported in .dsq, now i'm having the problem of how do i trigger them to play using playthread, i have tried %obj.getmountedimage(0).playthread(0, reload); but obviously that's looking for the weapon image not the shape itself, how can i call the shape to play a thread?

53
Add-Ons / Rooftile bricks (V3) ~proper collision box~
« on: May 27, 2015, 12:56:50 AM »
i made a roof tile brick in an old topic from way back when, it had a cubic collision box even though it was a ramp brick. I fixed that and now its collision box is the proper ramp shape, ENJOY!

OP:
http://forum.blockland.us/index.php?topic=264016.0

download:
https://hostr.co/bzHBPhfHeY6Y




54
Drama / Re: Is blockland dead?
« on: May 27, 2015, 12:02:14 AM »
If you "wait a few years" there'll be even less players. If you want to play at all then play now.

Quality over quantity is what i'm getting at i suppose.

55
Nice.   :cookieMonster:

56
Modification Help / Re: Mount multiple objects to player
« on: May 25, 2015, 11:06:10 PM »
Oh well, thanks for the reply tho.

57
Drama / Re: Is blockland dead?
« on: May 25, 2015, 10:32:38 PM »
Man just wait a few years for the steam users to get good, and for the undedicated users to weed themselves out, blockland could be overflowing with good stuff.

Plus, plenty of users have great game modes and such in progress(including me), so there's that too.

58
Suggestions & Requests / Re: playertype/ script for bleeding out
« on: May 25, 2015, 09:55:15 PM »
Umm k?

But I actually still need /title so yea.

59
Modification Help / Re: Mount multiple objects to player
« on: May 24, 2015, 04:33:54 PM »
You can only put 4 images on a player at the same time, but you can mount an invisible player to the player and then put the images on that as a workaround

can you mount this invisible player to a specific node on a player? like the hand? because that would be freakin useful man.

if you can, can i see the code on how to do that?

60
Suggestions & Requests / Re: Placeable structures
« on: May 24, 2015, 03:29:26 PM »
just go play rust, idk y we need to emulate it in blockland.

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