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Server Rules
Breaking these will result in 1-Mute, 2-Kick, 3-Ban.
1) No spamming chat or excessive caps. 1
2) No abusing bugs. Report all bugs to Jasa. 3
3) No spamming or abusing to lag or break the server. 2,3
4) Respect everyone. No unneeded hate or flaming. 1,2,3
5) No spawn killing or spawn jailing. 2,3
6) No ghost killing or ghost jailing (unless they left to avoid being jailed). 2,3
7) No baiting. This includes walking infront of weapons or standing in the street. 2,3
8) No being annoying. Rapid hammeriing, wanding, painting, etc. 2,3
9) No leaving the city limits to avoid being jailed. 2,3
10) No scamming. Scamming will result in your bank money being reduced. If you were dumb enough to fall for a scam, you may not be refunded. 2,3
11) No abusing trust. 2,3
12) No multiclienting or alting. 2,3
Building Rules
Breaking these will result in 1-Flag, 2-Destroyed Bricks, 3-Destroyed lot, 4-Ban.
1) Place lots inside of the 16*16 grid inside of the city. 3
2) WIP lots can't be inactive for more than 4 days. 1,3
3) Finished lots can't be inactive for more than 8 days. 1,3
4) No box builds. A sloped roof does not count. 1,3
5) No spammy bricks. 1*1*5 walls, 2*1 brick walls, etc. 1,3
6) No more than 1 music brick per city block. 2
7) No excessive emitters, lights, or FX. 2
8) No abusive, spammy, or laggy events. 1,2,3,4
9) No lot reserving. Start building on a lot as soon as you place it. 1,3
10) No street level lots. Your build must be taller than the street. 1,3
11) Industrial lots must be in the industrial area. 3
12) No innapropriate builds. 1,2,3,4
13) No single color builds. 1,3
Misc Rules
1) If a player disconnects to avoid being jailed, you can ghost-jail them next time they spawn.
2) Getting damaged from a vehicle explosion doesn't give anyone demerits. If you see a vehicle on fire, run.
3) It is impossible to pickpocket inside of an admin lot.
4) Admins are not allowed to DM.
5) Admins are not allowed to cheat.
6) Harboring criminals will allow an admin to add demerits to your account.
Last of all, use common sense. If something sounds bad, don't do it.
An admin can ban you for anything reasonable if it's not listed.
if(!isObject(LumberjackAxeItem))
{
AddDamageType("LumberjackAxe", '<bitmap:Add-Ons/GameMode_CRP/Shapes/CI/CI_LumberjackAxe> %1', '%2 <bitmap:Add-Ons/GameMode_CRP/Shapes/CI/CI_LumberjackAxe> %1', 0.5, 1);
datablock ProjectileData(LumberjackAxeProjectile)
{
directDamage = 10;
directDamageType = $DamageType::LumberjackAxe;
radiusDamageType = $DamageType::LumberjackAxe;
explosion = SwordExplosion;
muzzleVelocity = 50;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 100;
fadeDelay = 70;
explodeOnDeath = false;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = false;
gravityMod = 0.0;
hasLight = false;
lightRadius = 1.0;
lightColor = "0 0.25 0.5";
};
datablock ItemData(LumberjackAxeItem)
{
category = "Weapon";
className = "Weapon";
shapeFile = "Add-Ons/GameMode_CRP/Shapes/LumberjackAxe.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
uiName = "Lumberjack Axe";
iconName = "Add-Ons/GameMode_CRP/Shapes/ItemIcons/Icon_LumberjackAxe";
doColorShift = false;
image = LumberjackAxeImage;
canDrop = true;
};
datablock ShapeBaseImageData(LumberjackAxeImage)
{
shapeFile = "Add-Ons/GameMode_CRP/Shapes/LumberjackAxe.dts";
emap = true;
mountPoint = 0;
eyeOffset = "0 0 0";
offset = "0 0 0";
correctMuzzleVector = false;
className = "WeaponImage";
item = LumberjackAxeItem;
ammo = " ";
projectile = LumberjackAxeProjectile;
projectileType = Projectile;
melee = true;
doRetraction = false;
armReady = true;
doColorShift = false;
colorShiftColor = "0 0 0 1";
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "PreFire";
stateAllowImageChange[1] = true;
stateName[2] = "PreFire";
stateScript[2] = "onPreFire";
stateAllowImageChange[2] = false;
stateTimeoutValue[2] = 0.1;
stateTransitionOnTimeout[2] = "Fire";
stateName[3] = "Fire";
stateTimeoutValue[3] = 0.1;
stateTransitionOnTimeout[3] = "PreCheckFire";
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateWaitForTimeout[3] = true;
stateName[4] = "PreCheckFire";
stateTimeoutValue[4] = 0.15;
stateTransitionOnTimeout[4] = "CheckFire";
stateName[5] = "CheckFire";
stateTransitionOnTriggerUp[5] = "StopFire";
stateTransitionOnTriggerDown[5] = "PreFire";
stateName[6] = "StopFire";
stateTransitionOnTimeout[6] = "Ready";
stateTimeoutValue[6] = 0.1;
stateAllowImageChange[6] = false;
stateWaitForTimeout[6] = true;
stateSequence[6] = "StopFire";
};
}
function LumberjackAxeImage::onPreFire(%this, %obj, %slot)
{
%obj.playthread(2, shiftAway);
}
I want it to be automatic and have a 1 sec delay between fires.
Get ready for the ultimate showdown with roblox in 2013! (When they'll finally be ready)Watch out Blockland users! 2013 is less than 2 months away.
http://www.robloxnews.com/2008/04/15/interview-with-sirloin-roblox-forum-moderator/Quote from: Some InterviewWonkaKid - How do you imagine Roblox 5 years from now?
Sirloin - I imagine there being a clan of worthy builders, fighters, and scripters. Then we could have that long-awaited showdown with Blockland.
Executing Config/Server/CRP/BrickData.cs.
Config/Server/CRP/BrickData.cs Line: 1 - Syntax error.
>>> Some error context, with ## on sides of error halt:
CRP::BrickData::SafeItem204.75_##8##8.75_0.6 = "hammerItem";
$CRP::BrickData::SafeItem211.75_98.75_0.6 = "PrintGun";
$CRP::BrickData::SafeLumber204.75_88.75_0.6 = 19;
$CRP::BrickData::SafeLumber211.75_98.75_0.6 = 10;
$CRP::BrickData::SafeMoney204.75_88.75_0.6 = 15;
$CRP::BrickData::SafeMoney211.75_98.75_0.6 = 50;
>>> Error report complete.
Is there anyway to import prefs without causing the syntax errors?
function ReadBlbFile(%input)
{
if(isFile(%input))
{
%file = new fileObject();
%file.openForRead(%input);
$CBLBDat = new ScriptObject(){};
$CBLBDat.fc = "0";
$CBLBDat.lc = "0";
$CBLBDat.size = %file.readLine();
while(!%file.isEOF())
{
%line = %file.readLine();
if(%line $= "POSITION:")
{
$CBLBDat.face[$CBLBDat.fc] = new ScriptObject(){};
$CBLBDat.face[$CBLBDat.fc].vertex1 = %file.readLine();
$CBLBDat.face[$CBLBDat.fc].vertex2 = %file.readLine();
$CBLBDat.face[$CBLBDat.fc].vertex3 = %file.readLine();
$CBLBDat.face[$CBLBDat.fc].vertex4 = %file.readLine();
%file.readLine();
$CBLBDat.face[$CBLBDat.fc].uv1 = %file.readLine();
$CBLBDat.face[$CBLBDat.fc].uv2 = %file.readLine();
$CBLBDat.face[$CBLBDat.fc].uv3 = %file.readLine();
$CBLBDat.face[$CBLBDat.fc].uv4 = %file.readLine();
%nextline = %file.readLine();
if(%nextline $= "COLORS:")
{
$CBLBDat.face[$CBLBDat.fc].color1 = %file.readLine();
$CBLBDat.face[$CBLBDat.fc].color2 = %file.readLine();
$CBLBDat.face[$CBLBDat.fc].color3 = %file.readLine();
$CBLBDat.face[$CBLBDat.fc].color4 = %file.readLine();
}
%file.readLine();
$CBLBDat.face[$CBLBDat.fc].normal = %file.readLine();
%file.readLine();
%file.readLine();
%file.readLine();
$CBLBDat.fc++;
}
if(!$CBLBDat.fc)
{
$CBLBDat.line[$CBLBDat.lc] = %line;
$CBLBDat.lc++;
}
}
}
}
function SameVertexCount(%face1, %face2) //Checks if 2 faces could be in the same quad
{
if(%face1.normal1 $= %face2.normal1)
{
%samecount = 0;
for(%a=1;%a<5;%a++)
{
if(%face1.vertex[%a] $= %face2.vertex1)
%sameCount++;
if(%face1.vertex[%a] $= %face2.vertex2)
%sameCount++;
if(%face1.vertex[%a] $= %face2.vertex3)
%sameCount++;
if(%face1.vertex[%a] $= %face2.vertex4)
%sameCount++;
}
return %samecount;
}
return 0;
}
function getUncommonVertex(%face1, %face2) //Returns the vertex that they don't share
{
%vertexExist[%face1.vertex1]++;
%vertexExist[%face1.vertex2]++;
%vertexExist[%face1.vertex3]++;
%vertexExist[%face1.vertex4]++;
%vertexExist[%face2.vertex1]++;
%vertexExist[%face2.vertex2]++;
%vertexExist[%face2.vertex3]++;
%vertexExist[%face2.vertex4]++;
for(%a=1;%a<5;%a++)
{
if(%vertexExist[%face2.vertex[%a]] < 2)
return %a;
}
}
function exportBLBFile(%output)
{
%file = new FileObject();
%file.openForWrite(%output);
%file.writeline($CBLBDat.size);
for(%a=0;%a<$CBLBDat.lc;%a++)
%file.writeLine($CBLBDat.line[%a]);
for(%a=0;%a<$CBLBDat.fc;%a++)
{
for(%b=$CBLBDat.fc;%b>0;%b--)
{
if(isObject($CBLBDat.face[%b]) && $CBLBDat.face[%b] != $CBLBDat.face[%a])
{
if(SameVertexCount($CBLBDat.face[%a],$CBLBDat.face[%b]))
{
%vert = getUncommonVertex($CBLBDat.face[%a],$CBLBDat.face[%b]);
$CBLBDat.face[%a].vertex[%vert] = $CBLBDat.face[%b].vertex[%vert];
$CBLBDat.face[%b].delete();
}
}
}
}
for(%a=0;%a<$CBLBDat.fc;%a++)
{
if(isObject($CBLBDat.face[%a]))
{
%fc++;
%file.writeline("TEX:SIDE");
%file.writeline("POSITION:");
%file.writeline($CBLBDat.face[%a].vertex1);
%file.writeline($CBLBDat.face[%a].vertex2);
%file.writeline($CBLBDat.face[%a].vertex3);
%file.writeline($CBLBDat.face[%a].vertex4);
%file.writeline("UV COORDS:");
%file.writeline($CBLBDat.face[%a].uv1);
%file.writeline($CBLBDat.face[%a].uv2);
%file.writeline($CBLBDat.face[%a].uv3);
%file.writeline($CBLBDat.face[%a].uv4);
if(getWordCount($CBLBDat.face[%a].color1))
{
%file.writeline("COLORS:");
%file.writeline($CBLBDat.face[%a].color1);
%file.writeline($CBLBDat.face[%a].color2);
%file.writeline($CBLBDat.face[%a].color3);
%file.writeline($CBLBDat.face[%a].color4);
}
%file.writeline("NORMALS:");
%file.writeline($CBLBDat.face[%a].normal);
%file.writeline($CBLBDat.face[%a].normal);
%file.writeline($CBLBDat.face[%a].normal);
%file.writeline($CBLBDat.face[%a].normal);
%file.writeline("");
}
}
%file.writeline(%fc);
%file.close();
}
It reads and writes, it just doesn't detect if 2 triangles are the same quad. But hey, at least they share a slight resemblance.What is wrong with it?