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Topics - Advanced Bot

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76
Add-Ons / Lag emitter (with a detector)
« on: July 20, 2014, 02:02:39 PM »
Video : https://www.youtube.com/watch?v=rsBKG08EenM

Basically it will put a lag emitter if someone is lagging, this doesn't have a smart way of detecting, so it may flicker with everyone once awhile. (It's just an emitter, nothing else)

Download : Script_ImLagging

77
Modification Help / Using Port's RTBtoHEX (Solved)
« on: July 19, 2014, 07:18:16 PM »
(http://forum.blockland.us/index.php?topic=214415.msg6259102#msg6259102)
I have been using this to fade a better color than a red to a weird green then to a green. I am having issues. Is there a better way then this?

   %hp = %target.getHealth();

   %dmgPer = %target.getDamageLevel();
   %dmgPer = %dmgPer / %target.getDatablock().maxDamage;
   %percent = 1 - %dmgPer;
   if(%percent <= 1)
   {
      %green = %percent; // The higher the health (percent), the more green.
      %red = %dmgPer; // The higher the damage (dmgPer), the more red.
      
      %hpcol = %red SPC %green SPC "0";
   }
   else
      %hpcol = "1 1 1";

78
My project is here: http://forum.blockland.us/index.php?topic=262818.0

For some reason it no longer works, the weird thing is that if you add the health below 0 it will work, but adding the health will not work (only occurs using the fake health).

Same for setHealth, it doesn't set the health correctly; not using the fake health it works fine; but when using it, it doesn't set it correctly. I wonder why.

Yes, this is in a package. I even tried using it without the package.
function ShapeBase::setHealth(%this,%health)
   {
      talk("setHealth, is it even being called?");
      if(!isObject(%this))
         return false;
      if(!strLen(%health))
         return false;
      if(%this.maxHealth <= 0)
         {Parent::setHealth(%this,%health);return;}
      if(%health < 0)
      {
         %health = 0;
         %this.health = 0;
         %this.damage(%this,%this.getHackPosition(),%this.getDataBlock().maxDamage*%this.getSize(),$DamageType::Default,"body",true);
         return;
      }
      if(%health > %this.getMaxHealth())
         %health = %this.getMaxHealth();
      %this.health = %health;
      %this.setDamageLevel(%this.getHealthLevel());
      return true;
   }

   function ShapeBase::AddHealth(%this,%health)
   {
      talk("addHealth, is it even being called?");
      if(!isObject(%this))
         return false;
      if(%this.maxHealth <= 0)
         {Parent::AddHealth(%this,%health);return;}
      if(%this.health > 0)
      {
         if(%health < 0)
            %this.damage(%this,%this.getHackPosition(),mAbs(%health),$DamageType::Default,"body",false);
         else
            %this.setHealth(%this.getHealth() + %health);
      }
      if(%this.health < 0)
      {
         %this.health = 0;
         %this.damage(%last,%this.getHackPosition(),%this.getMaxHealth()*%this.getSize(),%damageType,"body",true);
      }
   }


Purple was in there to test if it gets called, it doesn't seem to, even though I called it through events/eval.

79
Add-Ons / New Health System V3 (SetMaxHealth, AddMaxHealth)
« on: July 18, 2014, 11:00:28 PM »
I decided to share this method I made for my RPG mod.

The new system includes the following events:

- Adds max health to the object, can be subtracted too (less than 1 will go back to 1), you can refill the health if needed.
- Sets the max health of the object.
- Their max health is at 0 (invincible) for # seconds.

These work for bots, vehicles, and players.

The new %shapebase.getHealth() and %shapebase.getMaxHealth() support will tell if it will use "real" health or datablock health. This can be very useful.
There is a health saver, but you can also disable it by /ToggleHealthSaver. It's save path is in: config/server/MaxHealth/*

Download Zzerver_NewHealth
These also overwrite vce's health crap since this mod will obviously not work with it. This is Zzerver_* because it will be most likely the first to exec.

Mod's listed below that use this mod to support (means if this mod is installed the health system will work correctly with this mod, otherwise, it will be glitchy):
Weapon_TF2MedicPack

Please fill out the name of the mod, and the link to it, so I can fix it to have this support.

There is a difference using the real health system and this one, it is pretty obvious, but I like how this one is a lot better.

---Updates---
V1: Crappy health system

-v2-
+ New release, remodded, cleaned up code.

-v2.1-
+ Mini tweaks to the kill function, and the addHealth function.

-v2.15-
+ Fixed the health functions instead of ShapeBase, since it doesn't work that way.

-v3-
+ Added a save script to save and load health. If you have this mod, I suggest not using it if you have this mod since it already exists. It can be disabled by /ToggleHealthSaver. -> This was requested before the other topic was made

80
Off Topic / ROBLOX IS ON ANDROID WHAT THE forget
« on: July 18, 2014, 08:33:26 PM »
What the hell

Help us all

81
Modification Help / Facing a player using their rotation (Solved)
« on: July 17, 2014, 05:46:53 PM »
Using %player.setTranform(%pos SPC %rotation);, is there anyway trying to face a player using rotation?

82
General Discussion / Somehow I can use shadows using Intel i7
« on: July 12, 2014, 05:07:39 PM »
I thought you weren't able to, but I can..

I have Intel i7 Core NVidia GeFore 745m


83
Add-Ons / No overuse of caps
« on: July 05, 2014, 03:41:55 PM »
Tired of idiots running around saying "WHERE IS MY DAMN STEAK"? (If user friendly is on, it will say "where is my damn steak?" instead.
It will also say "Do not overuse capital letters." in the chat. Admins can bypass this, though. (Means it will not return and not consider it as spam)

Commands for stuff (All super admin only)
/SetWordCaps Amount : Sets the max word count in caps. (Default is 3 words)
/TogFriendlyCaps : Toggles for the client to use lower case letters (Otherwise it just returns) (Default is off)
/SetLetterCaps : Sets the max letter count in each word for caps (As counting it). (Default is 4 letters)

Download! Server_NoCaps

84
Off Topic / Which user(s) would you meet IRL?
« on: July 03, 2014, 07:38:36 PM »
Honestly, I would meet

Aware
Wrapperup
Redconer
Xalos
Jetz
Pecon7
Tophat

Go go go

85
So appearently I want to make them black out when something happens, but it seems it only works through ServerConnection.setBlackout(int doFade, int MS);

Is there any way to make it work?

86
Games / Castle Crashers - Lol glitched
« on: July 02, 2014, 05:55:50 PM »
Look at this, I can't move or anything, but I still win at the end lol





HOW DOES THIS HAPPEN

87
Add-Ons / Datablock Checker
« on: July 01, 2014, 05:53:56 PM »
You do not need to be on your server for this, this is completely client sided, and can be done on any server. These are your datablocks, it isn't fully accurate, but it can help with how many datablocks it thinks there are in each file. If any of you have any suggestions or something I should add/fix, please put some type of code down (or the idea).


872 are possibly default datablocks. (As said in GUI)
Yes, the GUI is ugly, but if you think you can do better, then make the GUI for this.
I have checked datablock counts on several add-ons, and they are not close to being the amount it actually is, this is just a guess of how much there is.

This has custom keybinds, but only works if you are in a server, unfortunately.

Download Client_DatablockCheck.zip directly into Documents\Blockland\Add-ons directory.

88
The count is pretty off once in awhile. I'm not sure why. Fixed



Here is the base code of how it counts and sets the number.


function DBMeter::addDatablockCount(%this,%level){%this.setDatablockCount(%this.getDatablockCount() + %level);}

function DBMeter::setDatablockCount(%this,%level)
{
   %ex = getWord(%this.extent,1);
   %mEx0 = getWord(%this.maxExtent,0);
   %mEx1 = getWord(%this.maxExtent,1);

   %this.count = %level;
   %c = %this.count;
   if(%c < 0) %this.count = 0;
   else if(%c > 4096) %this.count = 4096;

   %mEx2 = %mEx1 * (%this.count/4096);

   %this.resize(getWord(%this.position,0), 310-%mEx2, %mEx0, %mEx2);
   %ex0 = getWord(%this.extent,0);
   %ex1 = getWord(%this.extent,1);

   %this.color = "0 100 0 100";
   if(%ex1 >= %mEx1){%this.extent = %mEx0 SPC %mEx1; %this.color = "100 0 0 100";}
   if(%ex1 < 0) %this.extent = %mEx0 SPC "0";
   DBMeterWord.setText("<just:center>" @ %this.getDatablockCount() @ "<br>DB(s)");
   return mFloor(%this.count);
}

function DBMeter::getDatablockCount(%this)
{
   return mFloor(%this.count);
}

89
Drama / Custardo (ID: 36715) (Conversation) (Image heavy)
« on: June 27, 2014, 04:17:26 PM »
He basically only came to my server for me to unban him at Zix's for no reason. Here is the conversation of the server.


























Changed his ban time to forever. What do you think about this? He's basically a problem user, I recommend banning him permanently on your servers.

90
Modification Help / Bypassing damage (Solved)
« on: June 24, 2014, 06:33:27 PM »
I am having issues damaging a player. I have packaged minigameCanDamage, and I have a minigame on. It seems I can only damage myself. Here is the code:

function minigameCanDamage(%objA, %objB)
   {
      //if(!Parent::minigameCanDamage(%objA, %objB))
      if(%objB.client.friendlyfire || %objB.friendlyfire)
         return true;
      return parent::minigameCanDamage(%objA, %objB);
   }

Not sure how it is doing it, I have done trace, and cannot find anything. Yes, the person that is attacking has the friendlyfire set to 1.
The person that is damaging is outside of the mini, and the other person is in the minigame.

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