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Messages - Vaux

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181
Off Topic / Re: Post your steam V.90091
« on: August 26, 2013, 10:12:24 AM »

182
Modification Help / Re: CityMod - [Modelers Wanted!]
« on: August 26, 2013, 01:26:44 AM »
What is the reputation scale?

100

or

-100  100
It's currently -100 to +100.

183
Modification Help / Re: CityMod - [Modelers Wanted!]
« on: August 25, 2013, 10:19:40 PM »
hmm whats my name...? oh, trifornt!

taxes and imcome? really, and hunger

you dont need to know this stuff 24/7 you could make the GUI better by deleting random stuff like that

demerits and reputation ff
If I get enough complaints votes to change the HUD I will, but the stuff on the HUD is there for a reason, spare the Name Text though.. That can be removed.

184
Modification Help / Re: CityMod - [Modelers Wanted!]
« on: August 24, 2013, 10:56:34 PM »
New Title -- Modeling.  It would be great if one of the modelers in the community could help out by modeling any of the models listed in the Public Task Board.  Getting them done wouldn't need to be urgent though, but the sooner, the better.

185
Off Topic / Re: The Gay Test
« on: August 24, 2013, 12:17:08 PM »


Suck on that for a while.

186
Modification Help / Re: CityMod
« on: August 23, 2013, 10:22:01 PM »
Giant reply post incoming...

-hitbox idea-
I'll definitely add this in.  Medics will actually be useful now with all these damage/medical ideas.

-sickness idea-
I'm not too sure on this. Also, as ResonKinetic brought up, if I added this in it wouldn't be given randomly to you every tick, but instead based upon stuff you do.  Maybe have unclean water that you can get sick from?  But that's if I make dehydration.

-bank robbing idea-
Awesome, I've always envisioned this but never seen it happen.  I'll try to get this to work, but it'll be hard for everyone to go along with the heist and it not turn into a deathmatch.  It'll have to be toned down a little though with the evidence and masks so its balanced and the criminal cant just get away with any crime.

-evidence idea-
Love it.  This will be implemented for sure.  It would be more secrecy and actual planning for you not to get caught. >;)

Very true, I think it's also sometimes better to keep things complicated.
keep it simple, people will be confused.
Now you got me confused: You tell me to keep it simple and then make it complicated.  But, I think I might know what you might be thinking.  Not too simple, but just complicated enough?


Thanks for all the great ideas guys.  Also if you'd like to contribute in other ways too check the Task Board for any open jobs that can be done to help out even more.  Most of these will probally be modeling though.

187
Modification Help / Re: CityMod
« on: August 21, 2013, 08:33:51 PM »
What happens if there are not paramedics? I think it should be the revive system unless they wait like a minute, then the respawn.
I should have specified better, but your post basically explains how it works.  Corpses have the option to be revived in the 30-60 (Still weighing a fair spawn time) seconds it takes to respawn.  If their body isn't revived before the 30-60 seconds, then they get to spawn back in at a spawnpoint.

188
Modification Help / Re: CityMod
« on: August 21, 2013, 03:13:30 PM »
Update [v2.0] - 8/21/13

Here's a progress report on what's new with CityMod development:

+ Tweaked the saving so everything runs smoothly.  Also added in Group and Government/City saving.
+ Player's Corpses now stay for 30 45 seconds & Player respawn time set to 30 45 seconds.*
+ Mining, Pickaxe & raw Inventory system created.
+ Three new resources can be collected; Metal, Wood, Coal.*
+ Corpses can be looted and also revived by a licensed paramedic. (Licences have not been coded yet though, so... yeah.).
+ Client CityMod HUD now adjusts based on screen resolution.

* May be changed soon

189
Off Topic / Re: The day i was without power :"D
« on: August 20, 2013, 11:38:35 PM »
The power company for my area has been horrible lately.  Averaging about once /per month our power goes out for 3-4 days.  If it was stormy/windy outside I would understand, but most of the times the weather outside is perfect.  Now if it is stormy.. oh boy.. we're talking 7-10 days w/o power.  Ever since the energy company got bought out the new management hasn't been able to keep the power stable...

If you hang out with a few friends while the power's out though, it's not all that bad.  Also makes you realize how much we depend on electricity, lol.

190
Suggestions & Requests / Re: Blockland Central Hub
« on: August 20, 2013, 11:05:45 PM »
A while back I remade this for V21.  Never released it though.  All it does is load up the Freebuild Gamemode with the Hub events and your Hub build.  When I get to a computer with the file on it I can fix some bugs and give it to you if you'd like.

191
General Discussion / Re: Precious saves you've lost
« on: August 20, 2013, 09:41:57 AM »
Back in 2008 I had this fully functional (or atleast that's how i remembered it) MYST island with a big map and everything.  I was new to blockland back then so my build probally was worse than my nostalgia-flooded memory remembers it, but it'd still be cool to have it again.  I lost the save to a hard drive corruption.

192
Modification Help / Re: Colors
« on: August 20, 2013, 12:11:08 AM »
There's two ways of doing this...

You could use "<color:HEXCODE>" which allows for more specific colors, or..
Use "\cNUMBER" which is limited to 9 colors.

For the HEXCODE one you just replace HEXCODE with any hex color.  Here's a quick color sheet: http://www.htmlgoodies.com/tutorials/colors/article.php/3478961/So-You-Want-A-Basic-Color-Code-Huh.htm

The "\c" color code only allows for 9 colors.
\c0 - Red
\c1 - Blue
\c2 - Green
\c3 - Yellow
\c4 - Teal (It's more of a Cyan)
\c5 - Purple
\c6 - White
\c7 - Grey
\c8 - Black

193
Modification Help / Re: CityMod
« on: August 19, 2013, 02:10:19 PM »
What is the point of supporting this? It is going to be private most likely, and the only city RP mod we have that is public is old and crappy. The other day I hosted it and every single person would not stop asking me stuff. "How do I change my job?" At spawn. "Where is spawn?" In front of PD where the trees are. "I am there, how do I change it?" Click the blinking frikin red print ramp. "What the heck are you talking about, blinking? You are a noob plox!1!1"

Freaking annoying. After each answer they start swearing at me saying "I HAZ HIGHER BLID DAN U I REGISTRD BEF4 U!1!1"


Really. They do.
I am only supporting this if it is confirmed to be public so I do not have to listen to that. ^
The problem is not with the mod, it's with the host most of the times. (And also with CityRPG, which is hot steaming pile of stuff)
Even so, i'm not going to make this mod public.

194
Modification Help / Re: setWord
« on: August 18, 2013, 08:49:24 PM »
setWord and other functions don't automatically modify the variable you give them. You have to use %variable = function(%variable, %args)

Also, isn't setWord 0 indexed (first word is 0)?
It's indexed

hmmmmm
LOL, just noticed that

195
Games / Re: Humble Origin Bundle
« on: August 18, 2013, 07:56:40 PM »
Anyone want my 4 2 Dead Space (two DS3 & two DS1) codes or 1 Crysis code?  Message me on steam or blf.

(Steam: Vauxel)

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