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Messages - Crystalwarrior

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121
General Discussion / Re: Blockland Universe Revival
« on: March 27, 2016, 05:12:04 AM »
...Did you lose the domain?
When I click the link I get redirected to http://sp3.yousee.com/?dm=BLOCKLANDUNIVERSE.TK&acc=c769628d-4248-4e14-d7d6-d4e06559f7f3&_=1459073493

122
General Discussion / Re: Workshop support?
« on: March 27, 2016, 05:09:59 AM »
I also think the "too old" limit for posting in add-on threads needs to be removed because it makes no sense. As long as the add-on is still functional.
^^^^I agree so loving much
It pisses me off to no end when you go on a hiatus, come back, the add-on you worked on cannot be bumped again and so you have to create a NEW topic just for the new version instead of updating the old topic.
All it does is clutter the add-ons board even more.

123
General Discussion / Re: Blockland Wrestling Association - Take 2
« on: March 26, 2016, 12:58:11 PM »
sign me the forget UP
Ingame Name: Jack Noir
BLID: 29019
Weight Division (Light Heavyweight, Middleweight, Heavyweight): Middleweight
On a scale of 1 to 10 what is your knowledge of wrestling?: 3 (No I'm serious. I only know to look up moves and I played a wrestling game when I was 13 or something)
Unless you mean the wrestling weapon. Then it's a 10 (because I made it lol)
Entrance (Music, note: it will be easy if you used a wwe theme, pyro, vehicles): JOHN CENAAAAAAAAAAAA, some nice (preferably black/crimson) fire and one of those apocalypse vehicles that look like they're straight outta mad max.

124
bump

we neeeed to reload inside a vehicle, but since one of the actions uses jet, we get out of our vehicle
how2driveby in car

edit:
also why not one hit kill headshots

obvious balance reasons.
Regarding car stuff, I'll do it in my spare time

125
General Discussion / Re: Why does blockland have this glitch?
« on: March 24, 2016, 05:32:31 AM »
Pretty sure your ports were closed. If you're using port forwarding you need to reopen those ports.

126
guys, here is the game-mode download
https://yanderedev.wordpress.com/downloads/
you silly bastard
speaking of which I wanted to make a yandere gametype for some reason

127
like 3 guys

I told them to stop multiple times cause I was knocked out like 10 times and they still loving did it
Yeah this is becoming quite a problem, though I honestly have no idea how would I fix that game mechanic-wise.

128
AYYYYYYYYY THIS GON B GOOD

129
General Discussion / Re: Scenery's SUBURBIA [THE MOUSTACHE]
« on: March 20, 2016, 03:26:52 AM »
there will probably be something like /mayor that will open up the gui
You should make buttons on the bottom of the screen like how LoB client has them that would access various GUIs.
The benefit of that is you can dynamically add/remove buttons to the bottom screen based on user's job and whatever.

130
"New melee combat system, with blocking, powerful backstabs, and non-lethal knockouts!"

I already have a huge erection.

did i mention you can throw weapons at people

131
How can I get my own copy of the blood and darkness?
Here's blood:
http://puu.sh/nJZM0/c5da8cfd83.zip
Footsteps mod required for footprints:
http://puu.sh/nJZpb/c3017cad69.zip

Not sure what you mean about the darkness, though.

132
Are we going to get more weapons from this system or not. You seem to be ignoring a lot of questions that ask that type of question. I find it hard to use these when there's really no timestamp for them. Garand, drum barrel mag thompson and m1911 are both pre and post war weapons yet you've got an uzi in there.
Not in the near future, sadly. I'll be away for the duration of the summer vacation and before that I really need to focus on the university.
Though I do need to do documentation so it tells you what you need to do to add another weapon.

133
Can you add a version of the M24 without the scope?
What do you mean? How would you know you're zoomed in when you rightclick?

Or do you mean m24 rifle without any scope mechanics period?

134
Add-Ons / Re: XCOM Weaponset
« on: March 14, 2016, 09:52:50 AM »
wouldnt scatter plasma just be a flamethrower
I thought it'd be more of a shotgun?

135
1) The ammo disappears when you pick it up, making it difficult to fill up micro uzi magazines without spamming a 2 digit number of items.
Are you talking about how individual unspent bullets take forever to fill up a magazine? If so, I'm planning to add addBullets and setBullets events later on.
2) Ammo named A: M1911, weapon is named Colt 1911 (caused initial confusion when I was
I think it made sense to name the ammo that way back when we were making it but I can change it to A: Colt 1911 later on
3)You may have done this for balancing purposes, and I'm not going to pretend I know about guns past what I have learned by playing video games and information I have seen on the internet, but a 1911 chambered in .45 ACP with 15 rounds would normally have a magazine extending well past the bottom of the grip.
The only real reason why I didn't do this the same way I did with Thompson is because I didn't want to have multiple image datablocks for Colt as well
4) Colt Walker model is really gross...I'm sorry. I thought it might be the way the gun is in real life, but a quick search showed that the handle just looks really off from what it's supposed to look like.

Yyyyyup. I don't deny that, Colt Walker looks pretty bad. If anyone wants to model me a new one though feel free to hit me up!
I think it would be nice if the spread on the weapons would work the same as in the H&K pack, in that single shots are usually accurate, even in fully automatic, high ammo capacity weapons (the downside is that these weapons usually have very low damage). In that pack, the semi automatic weapons begin to start using the brick up animation when the recoil gets out of control.
Personally I would stay away from this concept, seeing as all weapons have already been balanced around the ammo management more than anything. If you also had to constantly stop shooting just so you can actually hit it's going to get extremely annoying to use weapons like, say, thompson or Uzi.
Not to mention it would completely ruin the robustness of Colt 1911. God I love that thing.
I am mentioning this because I see that the M1 Garand doesn't let you fire as fast as you can, which I am assuming is for balancing, but in the way I mentioned above, you can allow it to be used without making it seem like a one shot rifle, which it really isn't (a headshot won't even kill you, but the gun physically pushes you back when you shoot it).
What? M1 Garand lets you fire pretty quickly from what I remember. Unless you mean it has a short delay where you can't fire after the animation?
I would also like to suggest a preference to automatically get rid of magazines when you eject them, to prevent point 1. I know already that empty magazines are automatically dropped if there is no space in your inventory.
Ahaha holy stuff that actually exists, I'll dig up the serverCmd for you in a second..
Alright, it's /DiscardEmptyMagazines 0 - 2. Leave it blank to get some info.
"Specify a number from 0 to 2 to change your magazine preferences."
"0 will not drop empty magazines for you, 1 will drop empty magazines unless it's your last, and 2 will always throw away empty magazines."

Gotta add more of these types of convenience commands later on and also document them :V

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