Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Bushido

Pages: 1 ... 3 4 5 6 7 [8] 9 10 11 12 13 ... 16
106
Suggestions & Requests / Weapon Slot Select
« on: May 25, 2009, 08:36:40 PM »
is it possible to make a client-side mod to select items from your inventory?

sometimes the mouse wheel is just not fast enough



... also, team fortress.

107
Suggestions & Requests / Bushido requires Ideas
« on: May 25, 2009, 07:21:18 AM »
yessir, he does.



There's a few guidelines to this, if you don't follow them you have absolutely no chance of getting it done by me

  • All posts must fit this format. You can copy this and just paste it in your post if you want.


    Add-On Name:
    What it would do:



    Screenshots and other conceptual art

    Unless you absolutely-loving-can't use the layout because the screenshots are too big or you have to go into serious depth or something there's no exceptions.
  • You must include 1 screenshot at the very least, or I would have absolutely no idea what I was making.
  • The idea must basically be a 'generic' version of something: I'll make a sports car, but not a Lamborghini. I'll make a monster truck, but not Bigfoot. You get the idea.
  • NO NUKES, DAMN YOU

108
Add-Ons / New Weapon: Nailgun
« on: May 20, 2009, 07:06:40 PM »
Bushido-Nailgun
100% environmentally friendly!

Description
A drum-fed combat nailgun for your more... random deathmatches.

This is a 3 second add-on, but that doesn't mean it's not checked for bugs and such. In fact, it's entirely bug-free. There's a few console warnings though, but they're harmless. And I'm too lazy to fix them.



Credits to Ephi for the classic spread code of course.

Screenshots

Download
Weapon_BNailgun.zip (Last Updated: Wed May 20, 2009 6:46 pm)

Installation
Put Weapon_BNailgun.zip into the Add-Ons folder in your Blockland folder.

Click Here to view this file on the RTB Download Manager

109
General Discussion / Models without a script
« on: May 19, 2009, 07:36:07 PM »
Where do I put models without a script?



I mean it's not really an add-on, but I want to release the model as a resource

couldn't decide to put this in help, mod discussion, general modification help... just decided to put it here

110
Suggestions & Requests / Traditional Homing Projectiles
« on: May 19, 2009, 11:49:44 AM »
You guys are all probably aware of my homing vector, yes?



Are you also aware that the homing vector's homing pattern is really loving strange

In normal circumstances (as far as homing weapons in other video games go) the projectile would arc to the target, until it's pointing toward the position it's supposed to hit, but the homing vector's projectile drops the whole 'slowly turning to face the target' bit completely and just makes a beeline to what it's locked onto



Which makes it really loving unfair, even more so then usual

Can anyone make a traditional homing projectile for me? I've got this neat little project I wanna do



(If you don't understand what I meant in this post, a diagram is included for the smaller minds)

111
Add-Ons / New Doors: Bushidoors 1
« on: May 14, 2009, 03:11:02 PM »
Bushidoors 1
Hangar and Blast Doors, for your opening-and-closing pleasure

Description
2 new doors, for your more industrial builds.

The first 'pack' of third party doors for Trader's great add-on.



Credit to Anybody for helping with the door icons, and Trader for the awesome Doors system.

Screenshots

Download
Doors_Bushido1.zip (Last Updated: Thu May 14, 2009 1:10 pm)

Installation
Put Doors_Bushido1.zip into the Add-Ons folder in your Blockland folder.

Required Add-On
This Add-On requires JVS_Doors.zip in order to work, so make sure to download it too!

Click Here to view this file on the RTB Download Manager

112
Modification Help / Doors: Bushido Pack 1
« on: May 06, 2009, 09:41:19 PM »



still being worked on.



no actual add-on yet, but... here's a preview of what's coming up!

113
Drama / Adrian kowalski
« on: April 24, 2009, 05:41:34 PM »
the guy's some idiot who thinks he can script by copypasting a (slightly modified) portion of nix's shoot on click code.

if you guys need an example of him:

"The Russian DP: Model"

Need a scripter.  It's a basic DP model from WWII, the machinegun. I have the .blend file and it's not scaled.
FFshootonclick=1;
Fshootonclick_Hold=1;
Fshootonclick_ShootDelay=100;
Fshootonclick_ReShootDelay=100;
Fshootonclick_ProjectileCount=1;
Fshootonclick_RequiredSlot=0;
Fshootonclick_Sound=RussianDPfireSound;

Fshootonclick_Projectile[0]=RussianDPProjectile;
Fshootonclick_Position[0]="0 0 -1";
Fshootonclick_Velocity[0]="200 0 0";
Fshootonclick_Scale[0]="1 1 1";

Paste that and it should work ( Name it Weapon Russain DP)
Your welcome.

note that there is absolutely no code anywhere in the topic

"Heedicalking's Modern War"

as much as i hate the OP for taking models off turbosquid-

Ok,I made a script for the Russain DP. Here it is:
FFshootonclick=1;
Fshootonclick_Hold=1;
Fshootonclick_ShootDelay=100;
Fshootonclick_ReShootDelay=100;
Fshootonclick_ProjectileCount=1;
Fshootonclick_RequiredSlot=0;
Fshootonclick_Sound=RussianDPfireSound;

Fshootonclick_Projectile[0]=RussianDPProjectile;
Fshootonclick_Position[0]="0 0 -1";
Fshootonclick_Velocity[0]="200 0 0";
Fshootonclick_Scale[0]="1 1 1";

Paste that and it should work ( Name it Weapon Russain DP)
Your welcome.

Is that good for you?
So now I am on team right?

note that this is the SAME loving CODE AS THE ABOVE

114
General Discussion / did v11 break hiding nodes?
« on: April 17, 2009, 03:58:49 PM »
did v11 break hiding nodes, like hands and feet and whatnot?



if it did, no boxing gloves item for us...

115
Suggestions & Requests / Project: Blockoscript
« on: April 16, 2009, 10:37:55 AM »
hey, guys, i just wrote up this giant RPG mod idea, but it's not like i can code for stuff. if anyone feels like doing it, pm me, wouldja?

feedback would be nice too, just put it in the topic

Quote
Project; Blockoscript
._____________________.

Due to my being bored and the need to make something a bunch of players can do together, I've written up a summary of my RPG ideas, called Project Blockoscript.





In Blockoscript, players directly influence the growth and matinence of the city, in order to give players something
to do end-game: It also tries to remove the focus on 'shooting people randomly = reward' as much as possible.

This mod is _never_ to be released at any point to anyone except people who can be trusted.
._____________________.

Player Identification and Other Information
._____________________.

Before we even get started on the good stuff, I want to cover the bare basics first. Blockoscript is entirely run by GUI: There's no /commands except for the police-only /acceptreport.

> Predicted GUI List
Admin Shop            The shop that people purchase permits and the like from: accessible anywhere.
Bank               The bank GUI used for smooth deposits and withdrawls
Player ID            The GUI that springs up whenever you look directly at a player: displays info.
Status GUI            Reveals information and such about your player, like your cash and occupation.

._____________________.

Needs and Health
._____________________.

Everyone has needs, obviously; Players in Blockoscript are no exception. Needs are shown via GUI in the form of bars- If a bar bottoms out, the player will lose an important function, such as the the ability to move at any speed past a crawl and defend against damage. If 2 needs bottom out at the same time players instantly die and loose all the cash they have on them, which is automatically dropped on the floor.

On the GUI, normal player health (which is at a maximum 200 health) is displayed as a long red bar above the other three needs bars.

> Needs list
Hunger      Gotta get some food eventually; replenished with food
      30% and lower; Health is reduced to 10 health
Hunger degrades all the time at a rate of 1% per 5 seconds but more when you move. (2% per 4 seconds)

Energy      Sometimes you can't just move anymore. Replenished with medicine and rest
      40% and lower; Audible panting noise.
      10% and lower; You move very slowly.
Energy is lost every time you use an item, fire a gun or move at all at a rate of .5% per left mouse button press and 1% passively every 4 seconds, but is regained by standing still. (1% is gained per 1 second standings till: negated if LMB has been clicked in the last 20 seconds)

Health      Being sick is dangerous! Replenished with medicine and slowly with rest
      70% and lower; Makes you sneeze or cough once in a while, and doing 4 damage.
      20% and lower; Makes you unable to move, and lowers your health to just 10 HP.
Health randomly chooses a percentage every tick but slowly degrades over time at a rate of 3% per 18 seconds.

._____________________.

Jobs and Failures
._____________________.

Jobs, like in reality, are the main source of any kind of income; But in Blockoscript jobs are given a much larger purpose. Despite that, I'm going to start this passage with how jobs work.

At any time, players can have two jobs.
If a player has a two jobs, both jobs 'stack' over eachother and the player gets both benefits, but only if he does both jobs- If a firefighter/shopkeeper doesn't fight any fires for two ticks straight then he doesn't get paid as a firefighter because he's not doing his job: He WILL keep his job, but he'll only get the benefits when he fights another fire.

> General Job List
Grocer      Sells food items.               50$ wage      Spawns food items
Car Dealer   Sells cars.                  25$ wage      Spawns vehicles
Storeclerk   Sells items, annoys ephi.            45$ wage      Spawns misc items
Gun Dealer   Sells guns.                  15$ wage      Spawns weaponry
Physician   Sells medicine.                  55$ wage      Spawns medicine

In Blockoscript the city, like in real life, is subject to failure. Problems like roads developing (giant) potholes, buildings collapsing under their own weight, entire city blocks lighting on fire aren't too rare, so citydwellers have to help out once in a while to make sure their city doesn't get fall into disrepair. Utility jobs like the firefighter, the repairman and the handyman influence a normal player's ability to keep these failures under control.

> Utility Job List
Firefighter   Fights fires, hurr.               15$ wage      Firefighting  2x
Repairman   Repairs structures before they fall.         35$ wage      Fixing bricks 2x
City Worker   Fills in potholes in roads, can place road bricks   5$ wage         Fixing roads  2x
Electrician   Fixes electrical problems.            35$ wage      Fixing events 2x
Handyman   Helps with everything just a bit.         25$ wage      General Upkeep 1.5x

In the case of a city failure being averted, the player is given a small but worthwhile bonus. Doing multiple city services will give even more cash!

> Failure Chart
Fire-fought   Fight a fire.                  60$ bonus   Manually done
Multi-Fire   Fight 5 fires.                  130$ bonus   Manually done
Repair      Repair a falling structure.            50$ bonus   Takes 40 seconds
Re-Re-Repair   Repair 5 falling structures.            110$ bonus   Takes 38 seconds
Road Repair   Repair a road.                  70$ bonus   Takes 20 seconds
Quint-Road   Repair 5 road.                  150$ bonus   Takes 10 seconds
Electric Fix   Re-energize a lot.               50$ bonus   Takes 30 seconds
Electric 5ix   Re-energize 5 lots.               60$ bonus   Takes 25 seconds

._____________________.

Item list
._____________________.

A list of items that should probably included in the mod. "Costs" is the amount required to spawn the item; shopkeepers set their own prices by simply selling it off

> Grocer's Items
Bread         Heals 15 health, restores a bit of hunger.               Costs 15$
Water         Heals 45 health, restores a bit of hunger.               Costs 15$
Sandwich      Heals 75 health, restores alot of hunger.               Costs 25$
Meat         Heals 25 health, restores hunger.                  Costs 20$

> Storeclerk's Items
Fire Extinguisher   Spray flaming bricks to extinguish them; Very large area of effect.      Costs 35$
Repair Kit      Use on a damaged lot to start repairing: Can't move while repairing stuff.   Costs 35$
Road Repair Kit      Use on road to start reparing: Can't move while repairing stuff.      Costs 35$
Electrician's Manual   Use on a powerless lot to start repairing: Can't move while repairing stuff.   Costs 35$

> Gun Dealer's Items
(Assorted/generic weaponry, find in add-ons section)

> Physician's Items
Medpills      Use to heal yourself, or right click to use it on others.         Costs 10$
Medkit         Use to heal yourself, or right click to use it on others.         Costs 25$
Medcooler      Use to heal yourself, or right click to use it on others.         Costs 50$
Bandages      Heals 15 health.                        Costs 5$

> Policeman's Items
Police Baton      Left click to arrest people, right click to 'police jump' forward. Police-only.   Free!
-Police Baton      Left click to (attempt) to arrest people; usable by non-police.         Costs 45$
Police Gear      Mounts to right and left hands, gives police 100 more max HP.         Costs 65$
Battering Ram      Can be used to break down doors. Also does good damage.            Costs 55$

City Construction System
._____________________.

Unless you're an admin, you can only place a baseplate adjacent to another 32x32 baseplate or a road brick; Road bricks have to start from a 'city start' brick, which is basically a normal old roadbrick that can be placed anywhere and only by an admin. The city start brick also comes with spawn bricks. Roads are not just the little road bricks you see in the baseplates section, the road brick itself is just a 32x32 plate, but when it's placed it 'builds' (see: duplicator) a road structure. Also comes in T-junction, 4-way
intersection and 90 degree angle flavors.

For the most part, road bricks are only placeable by admins, but if a player gets enough cash (see: 200 dollars),has a permit,is a City Worker, and the city has appropriate funding (see taxes) he can place road bricks, and with enough he can make his own city.

Once a city worker pays the 200 dollars up front, he can create up to 5 road blocks with taxes.

Road Permits are purchaseable via admin.

._____________________.

Lawmen and the Law
._____________________.

Of course, cities attract crime, and crime requires Lawmen. Lawmen-ing is a job too, and it's much harder then any other job but it doesn't pay nearly as much. But, if anyone is to get anywhere, someone's gonna have to be a Lawmen and uphold the law.

Lawmen, using their Police Batons, Police Jumps and other police equipment capture criminals, or anyone with more then 100 demerits. Only lawmen can use Police Batons and other similar equipment, but normal everyday citydwellers can use -Police Batons, which lacks the ability to 'police jump' with right click. Lawmen also spawn on Law Spawns, instead of normal civilian spawns.

In the case of things like theft from a player, since this kind of thing isn't possible to detect using torquescript, players have to 'report' a crime to the police: Reports are then looked over by the police, and if something was really stolen then the police accept the latest report, giving them demerits. (In the case of report abuse then simply banning the starfish abusing should work, too)

Every 100 demerits is 30 seconds in jail. Players can pay off demerits for a rate of 50 cents per demerit.

> Crime List
RAGE!      Talk in all caps.                  40 demerits
Assault      Hurt someone.                     120 demerits per 10 points of damage
Murder      Kill someone.                     800 demerits
Reported   Get reported by a victim, then have it rightfully accepted.   300 demerits
Hit N' Run   Hurt someone with a car: Is stacked with assault.      400 demerits
False Arrest   Attempt to arrest someone who doesn't have enough demerits.   10 demerits per hit
Repeat Offense   After getting jailed, do the same crime again.         Demerits multiplied by 2
Criminal Assault   Assault a criminal.      2 demerits per hit
Pickpocket   Be counter-pickpocketed after pickpocketing someone      100 demerits
Taxes, Taxes   Don't do your taxes                  60 demerits per dollar not payed
Lawful Assault   As a cop, hurt someone.                  1 demerit
Lawless Assault   As a cop, hurt someone who isn't a criminal.         240 demerits per 10 points of damage

If a non-criminal player is assaulted by any other player, the attacked player is given the choice to fight back, and get the crime 'Criminal Assault' for each attack landed, instead of 'Assault': Criminal assault has much less of a demerit 'reward', so it is quite a viable choice in confrontations between a criminal and a normal player.

When a non-criminal player (except Lawmen) reaches over 1400 demerits, they're instantly fired from their 'most potentially criminal' job: At 2000 demerits, they're fired from their second job, if they have one; If a player would be left with no job, he immediately becomes a Criminal.

> Jobs in order of Criminal Potential
Gun Dealer
Lawman
Storeclerk
Grocer
Physician
Utility Jobs

The demotion rate is much faster for a lawman: If he reaches over just 800 demerits, he immediately looses his lawman job. If he's left with no job after this operation, he randomly is assigned a 'civilian' job, like a Storeclerk or a Grocer.
._____________________.

Crime and Punishment
._____________________.

Of course, having a perfectly lawful city is no fun either. There's always gotta be a bit of sour to balance out the sweet, and Blockoscript is no exception.

The Criminal job (not to be confused with "Criminal", anyone with over 100 demerits) is the personification of 'danger' in the city, and the job title isn't even shown when a player examines a criminal: Despite that, a seasoned player would say it's pretty easy to tell a criminal out of a crowd of normal people because they're always "shifty" and emit a barely noticeable "sneaky fog". The criminal has the ability to "pickpocket" people to steal small amounts of cash from unsuspecting victims by clicking on them with no tool. In the case this is a success, a small wad of cash is mounted to their hand and the sneaky fog gets a bit more dense, and they move slightly faster. A maximum of 15 dollars (see: 50% of average wage!) can be stolen at any time from any one person. After pickpocketing a player, a criminal cannot pickpocket another player for 6 seconds, when the wad of cash disappears from his hand.

In the event of a player being pickpocketed, he recieves a message reading "You've been pickpocketed!" and a large "!" sign appears above his head. If he finds the person who stole from him, he can strike or pickpocket the criminal, called a "counter-pickpocket". This technique sends the pickpocket flying in the opposite direction and makes him drop the wad of cash on the floor. If another player collects the wad of cash, he can be counter-pickpocketed as well: Only the owner of the cash can pick it up safely.

The Criminal also gets a +40% bonus to attacks, and has a 10% chance to "dodge" (or be completely unaffected by) any given attack other then a counter-pickpocket.

._____________________.

Doing Taxes
._____________________.

Even worse then crime is the chore of doing taxes. Luckily, it's not much of a chore in Blockoscript but it's still a notable arguement.

For every lot a player owns, he's taxed 1 dollar for them every time he logs in and every time a tick passes by. Taxes are used by City Workers to create new cities or expand a city into new directions. However, if a new road hasn't be placed in 4 ticks, and there's more then 200 dollars in the city coffers, players won't be taxed. Every road the city earns generates 1 dollar per tick no-matter what, because obviously everyone loves roads and donates to the roads fund every day.

Roads also cost 200 dollars to build.

._____________________.

Banking
._____________________.

Whenever you die, you loose all the money that was on you and it is dropped to the floor in the form of a cash wad. In Blockoscript, this kind of thing can be avoided by simply keeping all your excess cash in the bank.

Banking is done via events: Click the bank brick, select "withdraw" from the GUI menu that appears, and type in the amount of cash you want to withdraw from the bank. Same goes for deposits, only the cash goes in, not out. Anyone in possession of a cash wad cannot use a bank, and criminals cannot use the bank. (Bankers are surprisingly smarter then that!)

Money in the bank also accumulates interest with every 5 minutes a player is logged in. For every 1 dollar in the bank as a tick passes by, .12 dollars (in other words: twelve cents) are added to your bank account; this kind of interest can add up to some serious dough!

116
Add-Ons / New Weapon: Jackhammer
« on: April 14, 2009, 09:47:25 PM »
Jackhammer
A gauge on the jackhammer says 'awesome.'

Description
The wall.

This powerful opponent uses it's sheer girth and size to block your way, and then fiercely rejects any attacks done unto it's person. Only a few weapons seem to penetrate it's defenses, and get to whatever it's guarding.

One of these weapons would be the powerful Jackhammer: Sometimes, you just have to bore a hole into something. And, due to a stunning lack of drills and pickaxes on Blockland, it's your only choice!

On the flip side, a minor glitch(?) is the fact that the onboard "Syonban Action!" engine takes a split second to rev itself: The current state of motor-revving is shown by the small rev-o-gauge-o-matic, a new invention dreamed up by our partners at Syonban! incorporated.

So, get it and dig into that solid brick wall over there.

You know you want to.

Screenshots

Download
Weapon_Jackhammer.zip (Last Updated: Tue Apr 14, 2009 7:43 pm)

Installation
Put Weapon_Jackhammer.zip into the Add-Ons folder in your Blockland folder.

Click Here to view this file on the RTB Download Manager

117
Modification Help / New Add-On: Shotgun Rockets!
« on: April 06, 2009, 08:23:28 PM »
This is not an add-on in the traditional sense. This was made on the whimmiest of whims and should not be taken seriously: In fact, I get the distinct feeling I shouldn't be releasing it, so that's why it's here in mod discussion.


Shotgun Rockets
Shotgun mininukes must be right around the bend

Description
A memo, purchased off of the nice fellow who discovered the first Rocket Shotgun, who was evidently on an expedition into the giant Orange Cave.

"Shotgun rockets!

My god, this might be the greatest invention of all time. Someone's gonna have to figure out how this thing works, so we can take it all apart and make something huge and awesome out of it.

And we didn't even invent it!

Who could have made such a fantastic weapon...?

I'm gonna go off on a limb here and blame the Scientifican people."

Obviously, we must delve deeper into the Orange Cave. If we just found this, what other fantastic creations could there be inside those rocky walls?

Screenshots

Download
Weapon_RocketShotgun.zip (Last Updated: Mon Apr 06, 2009 6:21 pm)

Installation
Put Weapon_RocketShotgun.zip into the Add-Ons folder in your Blockland folder.

Click Here to view this file on the RTB Download Manager

118
Add-Ons / New Weapon: Grenade Launcher
« on: March 27, 2009, 11:40:15 PM »
Grenade Launcher
WHAT MAKES ME A GOOD DEMOMAN?

Description
Don't you hate it when your tiny, cowardly enemies run out of sight of your 'normal' weapons and hide behind their silly little 'cover'?

Don't you wish you could blow it all away, somehow? Maybe with an explosion? Maybe with grenades?

Why waste time and valuable grenades, when you can use the Grenade Launcher!

This little beauty comes loaded with 6 barrels of explosive, grenade-y fun! Just aim, pull the trigger, and let gravity (and explosions!) do the rest!



Guaranteed to bring a smile to your black, Scottish, cycloptic face every time!

Screenshots

Download
Weapon_GrenadeL.zip (Last Updated: Fri Mar 27, 2009 9:39 pm)

Installation
Put Weapon_GrenadeL.zip into the Add-Ons folder in your Blockland folder.

Click Here to view this file on the RTB Download Manager

119
Forum Games / Sammich Quest!
« on: March 22, 2009, 11:19:17 PM »
WHAT THE HELL?


This is a man's journey into adulthood, his passage into manhood
This is a man's struggle against his inner demons
This is a man's fantastic voyages across seas of uncertainty, horror and danger
This is a man's battle against the barbaric forces who control his world
This is a man's story, endlessly retold

This is the story of Sammich Quest.


WHAT IS THIS

This is Sammich Quest!

You are Sammich Man, who is awesome and wants his sammich because it is full of nutritious meats and breads
But Mr. Bastardfaic continues to steal your sammiches and hide them behind random objects!

You, as Sammich Man must steal your sammiches back and eat them, because that is the only place where Mr. Bastardfaic's evil phowarz cannot reach your sammiches (because nobody wants to reach inside your gross stomach/ your stomach is lined with kryptonite)


HOW2?

Edit the picture to show your solution (in paint, or paint.net, or something)
Entries have to have some vagueass shadow of physics (jumping 30 feet into the air then jumping again is fine, but jumping off a falling stalagmite is not)

The best solution (as chosen by me, sammich judgeman) gets to choose the theme of the next puzzle via PM


I CAN HAS PLZ


120
Suggestions & Requests / more 'armed' poses
« on: March 21, 2009, 11:20:47 PM »
something i've really wanted in blockland is more flexibility for weapons, instead of just having the gun over your shoulder/in two hands/straight out with just one default armReady animation, can we get more animations?

like, having the hand lower then the shoulder but still pointing forward, like the engi in this picture
(having a two-handed version would be a nice touch, too)



and for melee weapons, sideways swings and diagonal swings along with just the standard up/down swing, possibly coupled with a pose where the hand is behind the head, like the crowbar armed pose in half life


Pages: 1 ... 3 4 5 6 7 [8] 9 10 11 12 13 ... 16