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Topics - Crispy_

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46
Code: [Select]
//events
function brickKeyboardData::Activate(%this, %client)
{
%client.onType();
}
doesn't do anything.

Am I doing something wrong?

I also tried adding an "on" before activate.

47
General Discussion / What would you guys like to see in a CityRPG?
« on: January 17, 2015, 09:01:38 PM »
I have been expanding and editing this cityrpg mod I have for quite a while. I have been hosting "beta" servers as well. and people seemed to have been enjoying it. Now, I ask, what would you like to see?

I also ask that you not limit your suggestions. I may not be the best coder out there but please say whatever you want. What you may think would be very hard could actually possibly be done in a simple way.

48
Off Topic / Blockland Post Additions Userscript v6
« on: December 31, 2014, 07:15:37 AM »


Version Six:
http://pastebin.com/SY6vF8jM

What this does is that it expands on swollow's userscript, that simply added the smackdown emote. I trimmed all the fat and the things that may potentially bug out and I added more things.

Emotes added:
Smack Down*
Blockland Forums Banner*
Blogland Forums*
MLG Dance*
Warren
Mack
Hugums
Queeba
Steam Emotes

Buttons added:
Abbreviation
Bullet
Anchor
No BBC
Current Time
Me

Buttons removed:
Email!
Ftp!

Colors added:
Transparent
Hex Code Template

Everything can be seen by everyone if you use this. The emotes use [img] tags and the extra bbcode is fully implemented but normally hidden.

The extra bbcode's button graphics were made by me.
* = Added in new dropdown menu.
! = This may screw with some things. If you notice buttons missing and/or
these buttons added back, please tell me and provide the url.

49
My gamemode may use the sound system to play music to the player, music files being .wav files being played to the client via events.

Like for example, i shove a song from the Black Mesa soundtrack into my gamemode, make server.cs execute it like a sound addon, and have it played to the player via events.

Is this against the rules? The only thing i've found relating to this is ►►►Don't Post Full Songs. but I have no idea if this rule applies to gamemodes/sound addons? Will just using a little bit of the song be okay, or am I totally not allowed?

50
Gallery / Beta City Reimagined
« on: December 25, 2014, 06:40:26 AM »
I thought it would be sweet to release this as its own save as I was making it for BL Turmoil. So here it is!





This is a modernized, reimagined, remade, whatever you want to call it Beta City.

It would be best to activate all of the default addons. What you will also need is:

Advanced Roads - http://forum.blockland.us/index.php?topic=270863.0
Detail Trees - http://rtb-archive.host22.com/add_ons/Brick_DetailTrees.zip

I think that's it. Tell me if I'm wrong.

Download - https://www.mediafire.com/?wfh3ap56bzh3b35

What's missing:
No weird fountain thing
No falling target thing
No flowers around white thing
No little decor things in some of the tower floors
Might be other things

What's added:
Missing builds from pre v21 beta city saves
This includes llamas and that weird gray gate thing

51
Off Topic / Two Heads One Body - Abigail & Brittany Hensel
« on: December 23, 2014, 07:29:16 PM »
this is really forgeted up but loving cool at the same time

https://www.youtube.com/watch?v=K57IcN9DWXo

they are an actual person with two heads, i know they are two people but i can't think of any way to describe them without confusion

discuss how interesting this is
maybe post some related videos too idk

52
Modification Help / Furling's Brick Arrows - Handed to me
« on: December 23, 2014, 01:26:26 PM »
Furling has decided to hand development of brick arrows to me.
Proof: http://i.imgur.com/sHg2zJ8.png

I have not made any updates yet but I thought I'd let you guys know.

I have actually thought up some updates I could do with 'em but until I actually do them I'll just post the link and an image here.



https://www.mediafire.com/?40r2745uig8419i

Once I make a version 2, I'll make a new topic in the add-ons section.

53
Suggestions & Requests / No admins = Password the server
« on: December 20, 2014, 07:29:49 PM »
A script that kicks everyone out and passwords the server after 30 seconds of no admins being present. The idea to this is to try to keep an admin on the server at all times. Admins should know the password. Once an admin joins, the server will be unpassworded and people can join again.

This would be useful because in a normal situation, if there are no admins on the server then the server can't be administrated, thus potential rule breakers or hackers can have free reign. This script should aim to stop that problem.

54
Drama / Petition to have Outpact banned
« on: December 17, 2014, 07:04:13 AM »
Why the forget is this guy just strolling along the forums? This guy is so bad, even I want him kicked out, and you know how I hate this community. He has crashed servers and caused a lot a drama. What happened to Badspot's crazy ban policy? Does it only work when we don't want it to? Come on, ban this guy and don't ever let him play again. While you do that, do it to the other known server crashers too. Or freaking make an update that will stop the crashing. Please!

55
Suggestions & Requests / Evidence Logger
« on: December 16, 2014, 01:55:15 PM »
Inspired by Phoenix Wright, this would allow you to collect evidence and present it.

Part 1. Collecting
Via events, you can give players evidence.
Example:
onActivate - Client - evidenceAdd - [NAME] [DESCRIPTION] [ID]

Each evidence has an ID number. If you trigger this event and already have evidence with this id number, it will be updated/overwritten.

onActivate - Client - evidenceRemove - [ID]
This will remove it. Only the ID is needed.

Part 2. The items
The first item is an evidence bag. Using this item will tell you what evidence you have via the chat. This will display the name and the ID of the evidence. Typing /check [evidence id] will show the description of that evidence.

The second item is what you use to present evidence. I'll get onto that.

Part 3. Presenting
To make this work, you'd need to use events again.
onEvidencePresented - Self - evidenceCheckID - [ID]
onEvidencePresentedToBot - Self - evidenceCheckID - [ID]
This would check if the ID matches the evidence presented.

These are condition events that are triggered when they match or don't match.
onEvidenceMatching - Client - chatMessage
onEvidenceNotMatching - Player - Kill

Now how the item works is that if you click on anything, the chat will ask you which evidence you want to present. By typing /present [evidence id] in chat, you will have presented that item! The chat will tell you that you presented this evidence, though if you did it to something without the event then nothing happens. If you do present it to a presentable thing, then it will start the above events.

Imagine crime investigations or heated legal battles in court rooms, this would be amazing!

56
General Discussion / Blockland was released onto steam a year ago
« on: December 15, 2014, 11:12:17 PM »
Happy steam anniversary, blockland!

57
Forum Games / Blockland goes to court
« on: December 15, 2014, 04:20:05 AM »
Handle a phoenix wright case using this http://objection.mrdictionary.net/index.php

RULES:
None really. Anyone can take over any character, or introduce one, or whatever. Just don't be totally nonsensical.

Nobody has a claim on a character. Just continue the case in any way possible.

CASE ONE: THE MURDER OF CRISPY

http://objection.mrdictionary.net/go.php?n=7690118

58
Suggestions & Requests / Advanced Road Ramps
« on: December 06, 2014, 10:37:04 PM »
This is an amazing brick pack, but I really need ramps!



What could make this even more useful is to only use up this much space of the brick



That way it could look like it was placed on top of a modter ramp without zfighting it.

Basically I want a 1/4 32x ramp and a 1/2 32x ramp. Adapters might be needed for some situations, and a 16x long version might be needed.

59
Gallery / Blockland Turmoil: Reborn LOCKED
« on: December 05, 2014, 09:30:46 PM »
you don't deserve this.

60
Suggestions & Requests / Keybind html tags for events.
« on: December 05, 2014, 12:59:55 PM »
This would allow you to make an event that tells you what key a keybind is set to.

Here is an example:
Press <key:Jump> to jump.
Would turn into:
Press SPACE to jump.
if you have binded jump to space. If it is binded to some other key, like left shift, it would say LSHIFT instead etc.

Here is another example:
Press <key:Forward> <key:Strafe Left> <key:Backward> <key:Strafe Right> to move.
Would turn into:
Press W A S D to move.

Also:
Press <key:This Does Not Exist>!.
Because the player doesn't have a bindable control called "This Does Not Exist", this would turn into:
Press !
The same would happen if the player DOES have a bindable control called this, but it's simply not bounded to anything.

This would be awesome, as people may have different keys binded to different controls and you need events to tell them what to press to do something.

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