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Messages - Admiral Obvious

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46
Help / Re: Help with minigame events
« on: October 06, 2016, 02:47:41 PM »
Must be a slayer related issue, then.

I don't recommend setting the event to clear all but your own bricks, as you wouldn't be able to play yourself in that case.

Could be a sacrifice I'm willing to make. New keys are like, ten dollars.

47
Help / Re: Help with minigame events
« on: October 06, 2016, 01:59:19 PM »
Try surrounding the build with the slayer boundary bricks.

Didn't work, unless I didn't do it right. I have four stacks of boundary bricks at each corner of the area, each going as tall as the arena is, and all are the color of the minigame.

48
Help / Re: Help with minigame events
« on: October 06, 2016, 10:46:37 AM »
Are you using a default minigame created by the gamemode?

You'll have to attribute bricks to your name otherwise.

But if I attribute bricks to my name, the ClearPlayerBricks event (which is in another brick) will clear my bricks. I sent a message to Shift Kitty to ask if he could modify it to clear Non-Host/Non-SA bricks, but I haven't gotten a response. Is it possible to modify this:

Quote
function MiniGameSO::clearPlayerBricks(%this)
{
   if(($DefaultMiniGame != %this && !%this.isDefaultMinigame) || !isObject(%this))
      return; //don't let random players troll with this. only trigger the event if it was activated in the default minigame
   %count = mainBrickGroup.getCount();
   for(%x=0;%x<%count;%x++)
   {
      %bg = mainBrickGroup.getObject(%x);
      if(%bg == Brickgroup_888888.getID())
         continue;
      %bg.chainDeleteAll();
   }
}
to do that?

I've already tried replacing 888888 with my ID, but it doesn't seem to have done anything. Of course, I know almost nothing about modifying add-on code, other than adjusting damage and vehicle health.

49
Help / Re: Help with minigame events
« on: October 06, 2016, 05:23:15 AM »
Here's what I have set up:



There is a relay stack that acts as a timer. If the events worked, then I'd see those chat messages pop up when I start the minigame.

50
Help / Re: Help with minigame events
« on: October 06, 2016, 05:01:32 AM »
I don't even have Event_Minigame.

51
As per Marios's request, I made a destroy the walls server. It's almost just like the one from ROBLOX.




No pictures because I'm lazy.

52
General Discussion / Re: Mega Walls: Not up yet...
« on: October 05, 2016, 08:48:31 PM »
What are you waiting for?!

I made it.

53
Help / Re: Help with minigame events
« on: October 05, 2016, 08:21:10 PM »
Well, for one, the event OnMinigamereset>NamedBrick[wall_top]>fireRelay doesn't seem to trigger if I load the save as public, even though manually firing the relay using OnActivate works.

54
Help / Re: Help with minigame events
« on: October 05, 2016, 02:03:35 PM »
It turns out that a lot of events don't agree too well with public bricks.

55
Help / Help with minigame events
« on: October 04, 2016, 01:14:50 PM »
I'm trying to make a megawalls server, as seen on this topic

I need OnMinigameEnd to work so that the walls go back up at the end of a round. It doesn't seem to do anything, though.

56
General Discussion / Re: Mega Walls: Not up yet...
« on: October 04, 2016, 12:47:35 PM »
im still waiting for someone to make a destroy the wall server from roblox



I might just make that sometime; seems simple enough.

57
General Discussion / Re: Mega Walls: Not up yet...
« on: October 03, 2016, 08:32:16 PM »
so does it use trenchmod or something, or how do you "build" things

Nope, uses regular bricks on a public brick map. Certain abusable bricks will be restricted.

Is this real size?

Yes, those are spawn points down there.

58
General Discussion / Mega Walls: Not up yet...
« on: October 03, 2016, 08:21:35 PM »
And now for the latest in Admiral Obvious's team-based games that take place on minimalist maps that probably took him a day to build, I present to you:

MEGA WALLS


Based on the Minecraft minigame of the same name, teams have a set amount of time to build their base before the walls fall, after which they must use what they have built to fight and defend their flag. Bricks clear every round. There are boundaries that guarantee a clear path the the enemy flags.



Special thanks to Shift Kitty for the custom MinigameBuildEnabled and ClearNonPublicBricks events.


Check out my other games:
-Sky Defenders
-Dogfight Frenzy!

59
http://leopard.hosting/download.php?f=zmhzk

Minigame > clearPlayerBricks
Clears all non-public bricks. Only works if it's triggered in a default minigame. (either through the gamemode system, or slayer.)

Minigame > setBuildingEnabled [ ]
Sets whether building is enabled in a minigame or not.

Oh my gosh, that was stupidly fast, but in the best way. You plan to release this as an add-on? I think others might enjoy it.

60
I plan on making a Minecraft Super Walls type server, where each team has a limited time to build their base until the walls fall, with the base clearing after each round. I suppose I could just use trench wars, but I wanted to allow for a use of more bricks. Also, I might want to be able to turn off building after the time limit is up.

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