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Messages - Crystalwarrior

Pages: 1 [2] 3 4 5 6 7 ... 97
16
General Discussion / Re: proposed fix to base raiders
« on: April 24, 2017, 10:01:16 AM »
a lot of these problems probably stem form jack noyer hosting because hes jack noyer and likely flubbed my idea significantly and loveually assaulted the playerbase
shut up cigarettebasket i did your idea exactly as you told me to

17
welp that means it'll be 5 AM at Saturday for me
forget timezones

18
General Discussion / Re: Some dumb game mode I was thinking of
« on: March 28, 2017, 05:35:59 PM »
aka counter strike? :^)

19
Problem with the bowling ball is that the pins that get knocked over wont knock over more pins.
The only way I could see bowling working is if you used players for pins, and tumble them if they get hit by either a ball, or a tumbled pin. This could end up being pretty laggy though. And some of you know what might end up happening.
Actually you could do items and do a constant collision loop once they were knocked over, maybe even a raycast that matches given velocity for maximum precision.
Worth trying imo

(untested) example:
Code: [Select]
function HeadGib::onAdd(%this, %obj)
{
    %obj.monitorGibVelocity();
}

function Item::monitorGibVelocity(%this, %before)
{
    cancel(%this.monitorGibVelocity);

    %now = vectorLen(%this.getVelocity());
    %delta = %before - %now;

    if(%now <= 0.2)
    {
        %this.stopThread(0);
        %this.rolling = false;
    }
    else
    {
        if (!%this.rolling)
        {
            %this.playThread(0, "roll");
            %this.rolling = true;
        }

        %a = %this.getPosition();
        %decal = spawnDecalFromRayCast(NewBloodDecal, containerRayCast(%a, VectorScale(VectorNormalize(%this.getVelocity()), 1.25), $TypeMasks::FxBrickObjectType))
        if(%decal) %decal.unHideNode(blood @ getRandom(1, 2));

        if(getRandom() < 0.7)
        {
            %decal = spawnDecalFromRayCast(NewBloodDecal, containerRayCast(%a, VectorSub(%a, "0 0 1"), $TypeMasks::FxBrickObjectType))
            if(%decal) %decal.unHideNode(blood @ getRandom(1, 2));
        }
    }

    %this.monitorGibVelocity = %this.schedule(50, monitorGibVelocity, %now);
}

20
Add-Ons / Re: Server_GroundCollision - better ground collision
« on: March 21, 2017, 09:18:11 AM »
If you want this to be even less laggy I highly suggest using TSStatic class instead as opposed to Static Shape.
TSStatic has even less methods since it is supposed to be used by maps, so.

21
Gallery / Re: Freighter/Oil Tanker DM Map
« on: March 15, 2017, 03:13:48 PM »
holy forget stuff on a stick this is so ridiculously goddamn beautiful and perfect and awesome

22
Add-Ons / Re: The Golden Gun, from James Bond.
« on: March 09, 2017, 06:01:34 AM »
Can confirm this is NOT the same model as in SMM.
SMM literally just uses a reskin of my HL2 pistol iirc.

23
General Discussion / Re: How Do You Find Weapons In Medieval Roleplay?
« on: February 04, 2017, 11:59:33 AM »
Some kid was questioning my morality as a leader. I said I didn't like his tone, I drew my sword. He drew his. I downed him and tied him up. I wasn't even planning on killing him. Just making an example for people who question my leadership.

I get banned.

I had no intention of killing him, just setting an example.
In that case you shouldn't have been banned, however you didn't really explain yourself when you got pulled to sit and you didn't make an appeal.
Still, unless your ban has expired it's not too late to appeal it.

24
General Discussion / Re: How Do You Find Weapons In Medieval Roleplay?
« on: February 04, 2017, 06:33:29 AM »
I've been playing assassins, highwaymen, bandits and other scummy roles for ages and yet somehow I ended up as a Super Admin.
Here's the thing, Tony. If you truly gave a stuff about the server you would've found a way to be a successful highwayman, or an assassin, or whatever baddie role you claim you wanted to be.
I actively ENCOURAGE conflict in our roleplay. But that conflict cannot be a simple "he told me I'm black so I killed him", since let's face it it's just a handicapped excuse to cause some beef and get someone killed for no reason.
If you want to cause some beef, put some effort into it. If you don't like the current king, give him demands, leave him notes saying "You better resign or we're going to kill you". If he doesn't give a stuff about those notes and you actively remind him about it its completely his fault and you and your group have solid grounds to kill him.
If you want to just rob some poor bloke on the road, demand gold from him. If he tries to run, or attack you, or yells for help, you can go ahead and down him. If he's STILL trying to do any of the prior, you can THEN kill him. Otherwise you rob the bloke of all his belongings and let him go.
It's inevitable that as a baddie role you're going to make yourself enough enemies that will want you forgetin dead, and our rules allow you to not only fight back, but cause some grief to their side as well. Not all conflicts end with "X dies and Y lives" unless you actively work towards that kind of conclusion.

Don't forget that this is a roleplaying server, first and foremost. But that also doesn't mean that conflict, murder and all the juicy bits are a no-go. If your victim does everything you ask them to do, and said victim doesn't try to revenge-kill you for all the things you did to them, then you have zero reasons to kill them. It's only fair that both sides of the conflict have equeal chances of survival, no?

25
General Discussion / Re: Some youtuber made a video on blockland
« on: January 18, 2017, 11:46:12 AM »
i actually wanted to tell him to get naked and start cucking like a chicken when we let them run away.
i swear there's no erp involved pls dont drama

26
Add-Ons / Re: Cordax's Medieval Armors
« on: January 06, 2017, 08:43:40 AM »
since the weapons listed in the github are not fully complete, they won't be as up to date with jack noir's current version.
No, it's the opposite. Pulling all of my add-ons from github will give you the most up-to-date version, though the only issue is that sometimes I may upload a buggy build by accident.

They are private afaik made by Jack Noir and Cordax, mainly for the Medieval Roleplay server. I don't think there is any plan for released so far.
Cordax may or may not be working on a skin pack for those but it's been just me mostly.

27
It's actually being hosted right now, I lied :^)

28
Hosting it for nostalgia's sake, blink and you miss it!

edit: well stuff you blinked

29
yeah uh to fix this with a dll you'd either need to find the pointer for threadsequencebits and numextraactionanims and then bytepatch it or hook every function that uses those two consts and detour the functions to make then use your hacked values
too much work imho
That still wouldn't work because you'd have to require the clents to have the .dll's as well, otherwise everything would mismatch and cause a royal clusterforget.

30
Add-Ons / Re: Cordax's Medieval Armors
« on: December 31, 2016, 05:34:26 AM »
Excellent job. The weapons also look great, keep at it!
I made the weapons :^)

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