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Messages - honytawk

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286
Add-Ons / item_Bike
« on: February 06, 2016, 10:49:45 PM »
This gives you a deployable bike as an item.
Kinda like the skis but with a bike.

The bike has 3 seats.
One for the player with the item, and 2 for passengers.
Can be recolored by selecting a color with the paintcan.


Bike model was made by Pandan (the one in the front):
addon topic



DOWNLOAD

287
Add-Ons / setRandomTransform
« on: February 06, 2016, 10:37:59 PM »
In regards of releasing some small addons I made.

You know how the setPlayerTransform teleports a player to the first brick with a certain name?
This addon adds the event setRandomTransform that teleports the player to a random brick with a certain name.

So say you want to teleport players to a random spawnpoint on the map.
Just give the bricks all the same name and setRandomTransform will pick one out of random to teleport to.

Download


edit: Forgot to mention. It needs setPlayerTransform to work.



Sorry people, this addon is not mine.
You can still download it from Marble Mans pastebin here:
https://www.dropbox.com/s/0wnizevyu7vyrt3/Event_RandomTransform.zip?dl=1
Sorry for all this.

288
Help / Re: Random Event
« on: February 06, 2016, 10:32:26 PM »
I made an addon that does exactly what you need.
Instead of teleporting to the first brick with a certain name, it takes a random brick from the list of bricks with the same name and teleports to there.

http://www.mediafire.com/download/h5nhb4ofj2x4812/Event_RandomTransform.zip

So just give all the bricks you want the players to spawn on the same name and use setRandomTransform.

289
General Discussion / Re: Blockland Russian Roulette eventing help
« on: February 04, 2016, 08:28:20 PM »
Try increasing the schedules in Advanced when starting the server.

290
General Discussion / Re: Blockland Russian Roulette eventing help
« on: February 04, 2016, 01:56:53 PM »
Or you could just use VCE.
I have had a lot of problems with VCE.
Especially if you use it in a lot of things.
So this is the way that can be used in every server, not just the ones with a certain addon.

291
General Discussion / Re: Blockland Russian Roulette eventing help
« on: February 04, 2016, 12:14:21 PM »
I got this image:

This is the sideview of my example for a 6 number randomizer.

The red is the 1x8 plate from which the projectile is shot downwards.
The blue are the 1x1 plates that will be triggered by a projectile, so use onProjectile hit on those to trigger your events.
The 2 orange are also 1x1 plates, but when they get onProjectileHit, they send an other projectile to try again to hit one of the blues.
The yellow with black arrows is the area the projectile will spawn in when shot down from the red brick.

Because the yellow doesn't start from the sides of the red brick, the orange bricks have only half the chance to get hit compared to the blue bricks.
So they can't be used for randomizing, because then you get wrong statistics.


I can also say that the best projectile to use is the radio wave.
They don't make much noise or destroy bricks.
I think they are specifically designed for these types of contraptions too.



woah did not know this about the edge chance ^
Yeah, that is why when you shoot a projectile from a 1x1 brick it will always spawn at the exact middle of the brick.
Because it starts at half a stud away from the sides.
And because the 1x1 brick is only 1 stud wide, it starts in the middle.

292
Help / Re: The default modter bricks
« on: February 03, 2016, 11:13:40 PM »
I do remember there was a fix released a long time ago for it but that was a year or two ago
Didn't I see somewhere that Badspot was going to add it in an update as default?

What causes such a thing anyway?
Bad texturing? Or just something corrupted?

293
General Discussion / Re: Blockland Russian Roulette eventing help
« on: February 03, 2016, 11:00:43 PM »
It is easy to randomize with events, once you know how to.

If a projectile is shot from a brick, it chooses a randomized spot to start from, somewhere in the brick.
This projectile can be caught to create a random output.

For example.
If you take a 1x4 plate and shoot a projectile down. Then put 4 1x1 plates under it.
It will randomly hit one of the 4 1x1 plates.
Then use onProjectileHit to trigger anything you like.

But beware.
The projectile doesn't spawn from the edge of the brick.
The edge of where the projectile starts from, is in the middle of the stud.
Which means my example of the 1x4 plate wouldn't give a correct randomized output.
Instead the chance of every 1x1 plate being hit by 25%, the 2 plates outside plates having half the chance of what the inside 2 plates have.

The way I do it is: when one of the 2 outside plates are hit, it sends an other projectile and tries again.

So for your example with a random of 6, I would use a 1x8 plate and let the outside 1x1 plates under it fire the projectile again if they are hit.


I can make you a drawing if I am not clear enough.

294
General Discussion / Re: Pokemon World RPG V5 [With updates]
« on: February 03, 2016, 12:06:44 PM »
I reopened this server if anyone is interested.

295
Why don't you add a poll with every name in this thread and let the community decide who should be your first video.

296
The second argument of messageClient should also be two apostrophes. Not two quotation marks.
I thought you only had to do that if you wanted quotation marks in the string like most other languages I know.
And it does work.
Torque is weird :/

297
Suggestions & Requests / Re: Clothing restrictions.
« on: February 02, 2016, 01:01:17 PM »
I could probably tax them for clothes lol.
Yeah, only give them access to peasant decals so they have at least some variety.
And leave the chainmail and other stuff to buy in a shop.

298
honytawk please make sure that the code you post is correct before you post it.
Yup sorry.
I modified the "==" to a "$="

299
1. I don't immediately see what is wrong with that portion.
But there is an easy way to find out what code does not work.
Just add messages inside the code to see where it stops:
Code: [Select]
messageclient(%client,"",'Enter stage of code here for easy reference');
You can even display variables.


2.You aren't calling the parent of the serverCmdUseTool and UnUseTool, that is why you can't use any tools.
It is bad to do it like this.
If you don't want them to use tools, don't give them any or add code to remove the tools. But don't overwrite the entire function.

You can also just compare the datablock names instead of adding variables in the datablock.
Code: [Select]
%player.getDatablock().getName() $= "PlayerStandardArmor"

300
Code: [Select]
function PlayerNameArmor::onTrigger(%this, %obj, %trigger, %val)
{
   if(%trigger == 4 && %val == 1)
   {
     %obj.setMaxForwardSpeed = 11;  
   }

   else //or should I do if(%trigger == 4 && %val == 0) instead?
   {
%obj.setMaxForwardSpeed = 8;
   }
   parent::onTrigger(%this, %obj, %trigger, %val);
}
Also, you should indeed do "if(%trigger == 4 && %val == 0)" instead of the else.
Currently it will also trigger the the else function if %trigger = 3 and %Val = 1


You are wrong. Changing speed per player was added in r1956.
Yet again my information was outdated because of my absence of Blockland.
Thanks for pointing that out!

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