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Messages - Kadon

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106
Suggestions & Requests / Re: 1x1F with 'pointing'
« on: July 03, 2013, 03:28:25 AM »
What about using a 1x1F print brick?

107
Off Topic / Re: back from the hospital
« on: July 03, 2013, 02:49:23 AM »
So if you're complaining about life isn't worth living why are you stilling living it, it's because you don't have the balls to end your life, why? because you like living. I'm sure if you actually felt this way, the moment you got home you would have finished the job, don't lie; you're posting this for attention. And don't blame your kitchen set for your unsuccessful Self Delete, it all depends on how YOU cut. If you ever need some Self Delete tips since you obviously aren't doing it right, this here is a damn good read.

www.textfiles.com/anarchy/PAIN/101waystk.txt

108
Off Topic / Re: back from the hospital
« on: July 03, 2013, 01:44:26 AM »
/r/confessions

109
What? Could you explain your question a little better?

110
Add-Ons / Re: Event - checkProjectile
« on: July 02, 2013, 08:50:47 PM »
I love him more.  AWESOME ADDON! (caps most definitely needed)

Edit: Please add a onProjectileFalse > projectile > explode
Rather than self, brick, etc

Ah, good idea, I'll update it a little later today.

Alright, I added the projectile menu to both input events, the file has been updated :)

111
Modification Help / Re: Add on not showing up in game
« on: July 01, 2013, 10:14:06 PM »
When you create a datablock, the closing bracket requires a semi-colon to be placed at the end, the same rule applies when you create any object.

112
Off Topic / Re: Vote on forums village idiot
« on: July 01, 2013, 06:35:04 PM »
No Maxx, are you kidding me?

113
Add-Ons / Event - checkProjectile
« on: July 01, 2013, 06:17:58 PM »
I created this a long time ago for a project I was working on, I stumbled on it in my old Blockland folder while cleaning junk off my computer and I figured that it may be of use to some of you, especially if you're creating an RPG. This add-on is simple, it adds an output event that will check if the projectile colliding with a brick matches a specified projectile, along with two input events to control what happens when the condition is or is not met.



An example of how you can use the events:





You can download it here, If you need it mirrored elsewhere just ask:

Event_checkProjectile.zip (660 B)

114
Off Topic / Re: Going on a road trip
« on: July 01, 2013, 05:39:55 AM »
i bet ur gona stop the car  4 like 30 minutes and pop each-others cherries :))?

115
no
nonononon
NOPE

weaver just

don't

do not do drugs with your father

Why not man, it'd be a damn good bonding experience :))))

117
Modification Help / Re: getClassName does not show
« on: July 01, 2013, 01:47:20 AM »
I used to use TorqueDev till the company who made it shut down. I don't have a mirror for it :c

Check the coding resource topic, I recall seeing a mirror in there.

118
Add-Ons / Re: Destructo Wand+ (small update v1.1)
« on: June 30, 2013, 08:46:31 PM »
Nice, glad to see people publishing more server utility's instead of weapons.

119
Modification Help / Re: How do I make a brick?
« on: June 30, 2013, 10:46:12 AM »
Gee, you've been asking a lot of questions that you could have gotten answered by using the search feature, I guess I'll write you a quick guide on creating bricks, and please, if you spot and error in it, let me know.



First, you'll need to create a new object, the object type for bricks I believe is 'FxDTSBrick'

Quote
%brick = new FxDTSBrick();
{

Next, you'll need to specify the bricks datablock, for example, if I wanted to make this brick a 1 by 2 flat, I would use the datablock 'brick1x2FData'.

Quote
%brick = new FxDTSBrick();
{
        dataBlock = "brick1x2FData";

If you ever need to find the name of certain bricks datablock, plant that brick in your server and while looking at it, type /getID, it should display the ID of that brick and other various information, then you can type the following in your console to print the bricks datablocks name.

Quote
echo(XXXXX.dataBlock.getName()); // Replace the X's with the brick ID



Sweet! but you aren't finished yet, what if you need to create this brick at a different angle, well that's easy, just specify a rotation value and assign it the the 'rotation' field on your brick, since bricks can only be rotated in four directions, there are only four possible rotation values, one for north, one for south, one for east, and one for west.

Quote
North = 1 0 0 0
South = 0 0 1 180
East  = 0 0 1 90
West  = 0 0 -1 90

Quote
%brick = new FxDTSBrick();
{
        dataBlock = "brick1x2FData";
        rotation  = "1 0 0 0";



So, you've specified a datablock, and a rotation value, but if you were to plant this brick, where would it be planted, since you can't magically make your script plant a brick where your mind imagines it being, you need to do some math. Once you have a position value, assign it the the 'position' field and you should be good to go.

Quote
%brick = new FxDTSBrick();
{
        dataBlock = "brick1x2FData";
        rotation  = "1 0 0 0";
        position  = "0 0 0.1";



So now, I'm going to briefly go over how to add some color to your brick. When you specify a bricks color, the field is called 'colorID'. So you're probably wondering how you can find a colorID, there are multiple ways, but the fastest in my opinion is to reference your color set, when you spray paint a brick, it's going to be assigned a new colorID, so if you sprayed it with the very first color in your palette the colorID of that brick would be 0, think like a for loop for a second, if you as a for loop were told to iterate the color palette and you started off by indexing the first color as zero, what would the second colors index be?

Quote
%brick = new FxDTSBrick();
{
        dataBlock = "brick1x2FData";
        rotation  = "1 0 0 0";
        position  = "0 0 0.1";
        colorID = 0; // The first color in your set is most likely going to be red, it all depends on what color set you're using.

And very quickly, you can also for example, make your brick glow by specifying 'colorFxId', there are 7 possible effects you can specify, 0 being none, 1 being pearl, 2 being chrome, 3 being glow, 4 being blink, 5 being swirl and 6 being rainbow.

Quote
%brick = new FxDTSBrick();
{
        dataBlock = "brick1x2FData";
        rotation  = "1 0 0 0.1";
        position  = "0 0 0.1";
        colorID = 0; // The first color in your set is most likely going to be red, it all depends on what color set you're using.
        colorFxID = 3;

One last thing regarding adding color to your brick, there are two colors reserved in the specials row, these are to color your brick with a shape effect, have you ever used the undulo spray on a brick, well if you have, that bricks 'shapeFX' field was assigned the value of 1, there is also a shape effect that has been outlawed from your specials row, if you are every creating bricks for an ocean, or a pond, you can set this fields value to 2 and it should look wavy like water.

Quote
%brick = new FxDTSBrick();
{
        dataBlock = "brick1x2FData";
        rotation  = "1 0 0 0";
        position  = "0 0 0.1";
        colorID = 0; // The first color in your set is most likely going to be red, it all depends on what color set you're using.
        colorFxID = 3;
        shapeFxID = 0;



Gah, I need sleep, been up all day... and since parrot answered before me, I'm just going to finish that later in case anyone might need it. And like I said, if you see any false information in there, just let me know and I'll fix it as soon as I can :)

120
Off Topic / Re: Anyone know how to detect FUD rats?
« on: June 30, 2013, 05:51:58 AM »
I mean it really depends on the size of the rat, and your average trap isn't going to catch a fully undetectable rat, these things hide in you walls, under your floors and hell, even inside you computer, in my 8 years of computing I've had to deal with quite a few of these things, they really like the inside of my computer. So if you know your rat is small you probably wont need a big trap, in this case I'd recommend using a snap trap, more specifically the Victor Power Kill Mouse Trap, in my opinion, you just can't go wrong with this fine utility, my experience with this product has been nothing but amazing, it's really easy to install, it's powerful and I mean, the unlucky rat that stepped foot on this sucker got demolished, and nothing can beat it's slick, clean design. Now if we're dealing with a much larger rat, I'm afraid it's going to be more costly, fact is, you need a damn big trap to kill a big rat, and most rats are unfortunately large, with that being said I've had the most pleasant experience with the Victor Electronic Rat Trap.

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