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Messages - Alkan

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31
Drama / Re: Kong123's Deathrace DM
« on: January 03, 2014, 02:03:21 AM »
1 Month bump how far did you get to find this thread lol.
Thought Kong had made this thread, was mistaken.

32
Drama / Re: Kong123's Deathrace DM
« on: January 03, 2014, 02:02:55 AM »


You tried
So you take the word of some butthurt kids, and then when I try to ask you why you ban me on two keys, you ignore?
Definitely doesn't sound like a badmin.

33
Drama / Re: Kong123's Deathrace DM
« on: January 03, 2014, 01:55:38 AM »
You got some badmins on the server bro. Permabanning for no reason.

34
Games / Re: Roblox Thread of Let's Keep It In One - HOLIDAYS
« on: December 03, 2013, 09:08:43 AM »
Some Blockland saves I converted into roblox:
http://www.roblo x.com/Cliff-Mansion-place?id=67937422
http://www.roblo x.com/Mansion-2-place?id=106960420
http://www.roblo x.com/School-place?id=72138098

35
Blocklanders hate/are neutral to roblox, while robloxians don't know or care about Blockland.

36
Modification Help / Re: Is there such a thing as local parts?
« on: September 03, 2013, 10:18:42 PM »
Make sure that those textures are enabled when you start the server.
How would I do that?

37
Modification Help / Re: Is there such a thing as local parts?
« on: September 01, 2013, 05:58:02 PM »
No each block would just be the ramps. The calculating for the millions of bricks to figure out what type of ramp they will be will be done on my computer.

I always run into random problems, I can't figure out what I did wrong:

The save file looks exactly like what the save file of a proper texture brick looks like:


Code: [Select]
8x Cube Steep" 1888 2000 0 2 1 2  ModTer/brickTOP 0 0 1 1 1
+-OWNER 999999
8x Cube Steep" 1892 2000 0 2 1 2  ModTer/brickTOP 0 0 1 1 1
+-OWNER 999999
8x Cube Steep" 1896 2000 0 2 1 2  ModTer/brickTOP 0 0 1 1 1
+-OWNER 999999
8x Cube Steep" 1900 2000 0 2 1 2  ModTer/brickTOP 0 0 1 1 1
+-OWNER 999999
doesnt work

Code: [Select]
8x Cube Steep" 557 1034 4 1 1 23 ModTer/brickTOP 0 0 1 1 1
+-OWNER 999999
does work

38
Modification Help / Re: Is there such a thing as local parts?
« on: September 01, 2013, 04:31:53 PM »
that was pseudocode. the triple quotes are from visual basic. as is the
Quote
) ", True)
at the end

39
Modification Help / Re: Is there such a thing as local parts?
« on: September 01, 2013, 03:58:37 PM »
I still don't know a thing about game making in BL, but my plan is to use those terrain blocks to make the map smooth for cars and walking without jumping. Can anyone else picture a map like that, and if it's possible?

Also, whats the stud/s walkspeed of a standard blocklander?

40
Modification Help / Re: Is there such a thing as local parts?
« on: September 01, 2013, 03:04:21 PM »
I know about selective ghosting. I'm not quite at that level of torquescript scripting. It's tricky in roblox, I can't imagine how I'd do it in Blockland. I gotta say, the coding is fugly :P. Lua is butiful.

I have a huge table of 2048*2048 height coordinates of the map. The trees I scan a picture of a map to see what coordinates look green enough to be trees(not 100% accurate, but what are the alternatives?). This is done in Visual Basic. VB creates the .cs file with the following code:

Code: [Select]
%ac = 0;
%a2[%ac] =0; //Color Array
%a1[%ac] = ""0 0 0""" //Location array

%a2[%ac]=14;
%a1[%ac++]=10 0 0"
%a2[%ac]=2;
%a1[%ac++]=20 0 0"
%a2[%ac]=5;
%a1[%ac++]=40 0 0"
//etc etc

for(%a = 1; %a <= %ac; %a++)
{   
%L = %a1[%a];
%C = %a2[%a];                 
%cube = new fxDTSbrick()   
{
datablock = brick4xCubeData; 
position = %L; 
angleID = 0; 
colorID = %C;
isPlanted = 1;
};
%cube.setTrusted(1);
%cube.plant(); 
}  ", True)



I'm also the guy behind the BL->RBLX converter
http://www.youtube.com/watch?v=d_ibNbYeNf0
:3

41
Modification Help / Re: Is there such a thing as local parts?
« on: September 01, 2013, 05:58:06 AM »
Thanks, that helped loads.
Here's a snipet of land from Chernarus:


The flat areas are towns or roads. The dark green is where there are supposed to be trees.

Is the limit 256k with creating bricks through .cs? And is there some type of wait() function, so that loading all that code doesn't take minutes for blockland to respond?

42
Modification Help / Re: Is there such a thing as local parts?
« on: September 01, 2013, 01:18:13 AM »
Can you show me how to make an array? I have no idea how torquescript works. doesnt look anything like Lua or Visual Basic.

43
Modification Help / Re: Is there such a thing as local parts?
« on: September 01, 2013, 12:54:39 AM »
Thanks that's very useful.
Do you know how to something like
Table={"0 0 0", "20 0 0", "40 0 0"}

for i=1, #Table do

%cube = new fxDTSbrick()
   {
      datablock = brick4xCubeData;
      position = Table;
      angleID = 0;
      colorID = 2;
      isPlanted = 1;
   };
   %cube.setTrusted(1);
   %cube.plant();

end



Save all the positions in a table, so I don't have to write out the brick code for every single brick?

44
Modification Help / Re: Is there such a thing as local parts?
« on: August 31, 2013, 11:49:43 PM »
%cube = new fxDTSbrick() { datablock = brick4xCubeData; position = "0 0 0"; angleID = 0; colorID = 2; isPlanted = 1;}; %cube.setTrusted(1);  %cube.plant();  %cubee = new fxDTSbrick() { datablock = brick4xCubeData; position = "10 0 0"; angleID = 0; colorID = 2; isPlanted = 1;}; %cubee.setTrusted(1);  %cubee.plant();

doesnt generate two. it says eval error.

45
Modification Help / Re: Is there such a thing as local parts?
« on: August 30, 2013, 05:27:49 PM »
How exactly would I start a solo server, and run that code? Console didn't work for me.

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