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Messages - Dread

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General Discussion / Re: your favorite/most remembered servers
« on: December 25, 2019, 04:11:18 PM »
Used to have a bunch of fun on this server called "Dread's Fortwars" back when there was terrain

General Discussion / Re: [NEWS] alts are $2
« on: December 25, 2018, 11:18:16 AM »
take my rooster and ram it in the back of a 1991-1993 Nissan NX ViS OEM Carbon Fiber Hood

looks like we got a car forgeter over here

I'm too lazy to edit Badspot's face onto it.

here u go

what breed

she's a Didelphi Shorthair

it's a photo of my cat

General Discussion / Re: SMF Login vulnerability
« on: July 09, 2018, 02:06:24 PM »
the new forum looks nice Badspót

General Discussion / Re: Profile pictures are now auto-adjustable
« on: July 09, 2018, 02:03:19 PM »

Add-Ons / Re: [Brick] Microwave
« on: June 28, 2018, 11:39:02 AM »
make one of the door things show a smaller microwave inside

Add-Ons / Re: Ammo Bow (+ variants)
« on: June 09, 2018, 08:51:21 PM »
bow that fires quiver

Help / Re: ToggleEventEnabled, more than two options?
« on: May 29, 2018, 09:53:42 PM »
You can even throw them on the same single ShiftEventEnabled if you want, with two of the events starting enabled (the light and matching colorFX):

Since we have the three light outputs grouped with three colorFX outputs and have the enabled events spaced apart, this event order allows the cycle to always match the light output with the correct desired colorFX output (hence having setColorFX -> Glow on there twice).
You could also achieve this using two sets of shiftEventEnabled but would still need the same number of colorFX outputs as light outputs or else the two groups would fall out of sync as it cycles.

Keep in mind that the order of the events is really important if you're doing ShiftEventEnabled with multiple things enabled! If you had two enabled events next to each other, they would still only shift down one at a time. This might work in some cases, but if we re-ordered these same events in the following order, it wouldn't sync up the light/colorFX correctly:

With the events in this alternative order, the enabled events are grouped together but still shift down only one spot each time which gives us some unwanted results.

Each activate in this alternative order would set the brick as follows:
First time: No Light with No Glow
Second time: No Glow with Player's Light
Third time: Player's Light with Glow
Fourth time: Glow with Bright Light
Fifth Time: Bright Light with Glow
Sixth Time: Glow with No Light

Help / Re: Environment Trigger Events?
« on: May 29, 2018, 04:16:29 PM »
[GSF]Ghost made some useful Day/Night cycle events: (at the bottom of the post)

Help / Re: ToggleEventEnabled, more than two options?
« on: May 29, 2018, 04:01:13 PM »
This is possible!

The trick to accomplishing this with the ToggleEventEnabled event is to use the event to toggle other instances of ToggleEventEnabled to create a sort of cycle.
Here's a visualization:

Each time the brick is Activated, it toggles between two of the lights, but it also toggles the event lines that choose which two lights are being toggled, creating a cycle between the three different light outputs if you keep activating the brick.

Another easier method to accomplish this same effect (but with less event lines) is to use the ShiftEventEnabled add-on.
Here's what it would look like using ShiftEventEnabled to cycle through the outputs instead of using multiple instances of ToggleEventEnabled:

This method leaves the hard work up to the ShiftEventEnabled event, so you won't have to worry about messy toggles if you're cycling through a lot of outputs.

Hope this helps!

Add-Ons / Re: Stikfas's Used Hats Sale
« on: May 28, 2018, 11:55:05 PM »

Help / Re: JVS Doors are Broken... I'll explain in the desc.
« on: May 28, 2018, 09:47:59 PM »
I believe the door events only work with the new .blb doors

General Discussion / Re: Servers You Miss
« on: May 28, 2018, 02:54:48 PM »
I miss hosting fortwars back when terrain was a thing

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