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Messages - Daenth

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61
Suggestions & Requests / Re: Drag and Drop Events
« on: February 17, 2013, 08:59:52 AM »
What's wrong with selecting from a list? Drag and drop seems more inefficient than what we currently have.

also i would hope (and this was the idea that led onto me wanting to post this) that you could select a certain number of events and copy and paste them. what was copied could then be pasted into other bricks.
This can definitely be coded standalone with our current event system.

62
Modification Help / Re: Client GUI
« on: February 16, 2013, 05:43:40 PM »
RTB has a way of doing this, look it up in the RTB documentation. Although be warned that it can't really do much aside from making a window with buttons that do stuff.

63
General Discussion / Re: Rare saves you have?
« on: February 15, 2013, 06:24:41 PM »
Can someone upload the saves? I would like them.
I can guarantee you that the OP only made this topic to brag.

65
Modification Help / Re: Detecting When A Player Explodes
« on: February 14, 2013, 11:40:34 AM »
Can't you use %damageType in gameConnection::onDeath(%client,%killer,%killerclient,%damageType,%body), or was %damageType something different?

66
You really fluffed up this guide.

67
General Discussion / Re: Legendary BL_ID?!
« on: February 13, 2013, 08:41:37 PM »
9 - 5 - 1 = 3
951 contains 3 numbers.

Totally legendary right there.

68
General Discussion / Re: Blockland Plus Intel Equils Crap
« on: February 13, 2013, 09:49:15 AM »
Can we please stop referring to processors as graphics cards thank you -__________------------------------
At least call them APUs, because that's what they are.

69
Well, I figured it out. I changed serverCmdLight(%pl.client); inside the flEnergyDrain() function to schedule(1,0,serverCmdLight,%pl.client); and it works. I have no idea why it works though.

70
Suggestions & Requests / Re: Extra Screen Prints
« on: February 11, 2013, 03:29:07 AM »
It would require both a client-sided and server-sided mod to work.

71
For starters, utilize return; rather than nesting a ton of if/else statements within each other. Try running trace to get a better idea what's going on with the packages. Also, you have several echos in there, so what's coming up in the console in each scenario?
Fairly late, but I did a ton of debugging and managed to get down to the bottom of it. For some reason, cancel() doesn't appear to be registering. Using trace and debugging, I find that everything is working perfectly (it's telling me the function to pause the loop was called and it ran correctly) except that cancel() for the .pause() function is not working and it's throwing everything off. Is there any reason why it's doing this? It's working in normal circumstances. I can post the log if needed, but the snippet is fairly lengthy.


72
Add-Ons / Re: Fall apart upon dying like in the Lego games!
« on: February 09, 2013, 10:15:13 AM »
what i was thinking we could do- as a sort of workaround for not being able to color debris- is spawn a bunch of bots on death (like, maybe 2) and give them the same appearance as the player, but hide some of the nodes and send them all flying in random directions

but instead of having each individual piece fall apart, each of these bots would have small groups of nodes visible, all 'attached' to one another: like, the 3 bots could (between them) have all the body parts, but one bot is just an arm and a leg (both the shoulder and hand, in addition to a foot), one bot is the hip and other leg, and the player is just the torso, head, and other arm

for particularly ridiculous kills (see: ion cannons, mininukes) that do extremely large amounts of damage, the player could just be fried by the damage; instead of just gibbing the player they're straight-up blown away (like this mod does) but instead of white, all the pieces are charred and mangled and really dark gray / black to the point that they're basically unidentifiable (which is probably the result of getting ioncannoned in the first place)
There are multiple reasons why using bots for these would be a really bad idea.

I was thinking of two other, somewhat better workarounds.

1) Steal the individual parts of the player model, make them into bricks, plant those bricks accordingly, and fake-kill them.

2) Spawn them as projectiles.

If you happen to be using debris for the broken player, then you won't be able to use sound when the collide with the ground as it's client sided.

73
Modification Help / Re: Opposite Of VectorDist
« on: February 09, 2013, 09:57:22 AM »
What exactly is the opposite of a distance?

74
Off Topic / Re: Snacklish Translator
« on: February 05, 2013, 08:45:11 AM »
"nipple" produces an amusing name.

75
Modification Help / Re: Check for W or S being pressed
« on: February 05, 2013, 05:37:04 AM »
Because I can send fake info to the server
I can send fake information to an MMO server.
I can send fake information to the master server.
I can send fake information to anything I, the client, send information too.
I can send fake information to any game server.

What exactly is your point?

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