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Messages - Car Selling Pyro

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31
Suggestions & Requests / Re: First Person Death mod link dead
« on: December 27, 2017, 10:30:22 PM »
https://leopard.hosting/dl/wngjt/Server_FPView_Death.zip

taken from the golden wrench campaign gamemode

i asked viso about his dropbox links and he said he will eventually move his add-ons to his site

32
General Discussion / Re: Favorite general-purpose colorset?
« on: December 27, 2017, 05:41:22 PM »
where my architectural bros at

33
Help / Re: Mouse sensitivity in-game freaks the fuark out
« on: December 27, 2017, 04:43:04 PM »
i think i found a solution, it's because i have a mouse with extra side buttons on it

if i load in my server and start clicking every button on my mouse (including mouse4-mouse8) for 5-10 seconds, the issue resides for a good amount of time

switching between first and thirdperson helps a bit sometimes as well for some reason

https://youtu.be/k51yfgddlVo at 0:26 shows me doing it

34
General Discussion / Re: Anyone think more gamemodes should be open?
« on: December 27, 2017, 03:16:40 AM »
private add-ons in general are the absolute scourge of this game, that dragon add-on makes me furious each time i see it on trog's server

speaking about gamemodes though, there's not a ton that i know that's revolutionary enough to see code from, maybe conan's prison break or swollow's mad max, but that's about it on my end

that's why i really appreciate event-oriented gamemodes, all that you really need to do is look at the save file to see what events you need and you can host it with your own twist


  • It creates the foundation for more gamemodes and a larger gamemode coding community

if you're looking for untapped potential, there's a metric forgetton of limit-breaking functionality in kobble's singleplayer campaign gamemodes that's incredibly easy to learn yourself

there's an event add-on port made in the golden wrench campaign that freezes the game, quietly clears the save, loads another save, and unfreezes the game to welcome you to another build

you know what all you could do with that if you mixed in VCE? variable saving/loading? totalRPG? custom bot events? camera control events? server_largermusicfiles with the stereo deletion lines commented out?

the most actual scripting i needed to do with my RPG shenanigans are HP bar prints because i'd have to go crazy with onvariabletrue/false otherwise

anyone can make a groundbreaking singleplayer gamemode without any scripting at all, it's insane how most people brushed those campaigns off

36
Help / Re: Mouse sensitivity in-game freaks the fuark out
« on: December 25, 2017, 01:41:37 AM »
noedit: sensitivity shot up in the main menu after i disconnected from crown's cityrpg, i didn't host a server before i joined

had to alt+f4 to exit the game

37
Help / Re: Mouse sensitivity in-game freaks the fuark out
« on: December 25, 2017, 01:39:01 AM »
this is too weird, i'll describe the issue for me

when i join a server all i get is my mouse moving slowly on its own every 10 minutes or so, which is easily fixed if i press a mouse button

if i host my own server, the sensitivity shoots up almost instantly

i apparently also have blockland HIV and pozzed conan with my love

is it still happening in TF2 and other games?

38
Suggestions & Requests / Re: OnRelay All Event
« on: December 23, 2017, 09:10:32 PM »
https://leopard.hosting/dl/ylurr/Event_onRelay.zip

this is god-tier for relay organization, especially in conjunction with firerelaynum

if you use VCE, onvariablefunction does the same thing and doesn't have the 33ms minimum delay, although naming/calling multiple functions on single brick are broken for me

39
Help / Re: Mouse sensitivity in-game freaks the fuark out
« on: December 20, 2017, 05:50:02 PM »
i'm getting this too since that windows update, it's not as bad online as it is offline though

40
Gallery / Re: "painting bricks" pixel art
« on: December 07, 2017, 06:03:30 PM »

41
Add-Ons / Re: Winter Breath
« on: December 05, 2017, 08:14:51 PM »
fixed the issue with e-tard

Is good, but
Can this be made an environmental setting and not an RTB toggle?
i haven't made my own environment (let alone public add-on before this), but i'll see what i can do if it allows script support

Are you able to make it work with environmental zones?
i get where you're going and i'm trying it out right now

i made an event that toggles the player being "cold" and made it work with zone events onPlayerEnterZone and onPlayerLeaveZone

i don't like working with things that require tick rates, but it should work if the environment idea follows suit

42
Add-Ons / Re: Winter Breath
« on: December 05, 2017, 07:19:49 PM »
thank
slightly less thank

Chat won't work if this isn't toggled on, as in I could type a message and press enter but it won't send.  It also doesn't even work when it's on.
oh dang i think that's because you don't have e-tard enabled

let me fix that right quick

43
Add-Ons / Winter Breath
« on: December 05, 2017, 03:29:40 PM »
WINTER BREATH
ICE COLD




requested by torin

toggle in RTB prefs to enable/disable the mod

send a chat message to emote a small emitter

get it here:
https://leopard.hosting/dl/fkdgf/Script_WinterBreath.zip


v1 - release
v1.1 - fixed e-tard loving my wife

44
Gallery / Re: [video] fallout-esque dialogue system(s)
« on: October 24, 2017, 01:52:46 PM »
watch me swooce right in

45
Gallery / Re: [video] fallout-esque dialogue system(s)
« on: October 23, 2017, 01:48:07 PM »
woah where can i get that bindaction event

does that let you basically create multiple input options for one brick? aka like a control panel?

i need that
https://forum.blockland.us/index.php?topic=294361.0

you can't assign separate actions to different binds on the same brick (yet), so you'll need a named brick for multiple binds

for example:


brick_main:
onactivate > brick_a > playerbindaction > brickleft
onactivate > brick_b > playerbindaction > brickright

brick_a:
onactiondown > client > bottomprint > "this is brick a"

brick_b:
onactiondown > client > bottomprint > "this is brick b"


keep in mind you can press more than one per frame (ms), which can mess up events involving vce/cancelevents

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