Author Topic: AFK tool  (Read 3282 times)

I saw helpinghand's AFK tool and I really liked it, unfortunately I found that there was no save for it.
So I tried recreating it.


My version of it.







EDIT-I fixed it :D     save- http://www.mediafire.com/?08a833u6585iv8d

Requirements- VCE and fence bricks          note-My first build ever posted :D


Now with a Cryogenics version! Save- http://www.mediafire.com/?jkyc1dqmvewbg8t


« Last Edit: January 03, 2011, 09:49:12 AM by Mysteroo »

 Offtopic : First Toast !

 Ontopic : This is kinda cool, it could be used in rps and such.

Change the useless talk events to a button.
You'd only need default events.

Change the useless talk events to a button.
Or at least to afk and back.

Change the useless talk events to a button.
You'd only need default events.
yeah that would be a lot more simple wouldn't it? lol

Or at least to afk and back.
well why take the easy way out when he can use a complicated peice of crap :D
(no affence)

For someone who joined 2 days ago, you're pretty good.
well why take the easy way out when he can use a complicated peice of crap :D
(no affence)
Complicated pieces of crap tend to be more fun. This also applies to crazy things Giant duckies!!!

For someone who joined 2 days ago, you're pretty good.Complicated pieces of crap tend to be more fun. This also applies to crazy things Giant duckies!!!
more like a week or 5 days idk

lol, thx
well why take the easy way out when he can use a complicated piece of crap :D
(no offense)
That's basically why I wanted to make it voice activated lol.

And for some reason it's extremely laggy (to the point where it crashed me several times)
That would be because you probably used these events:
Code: [Select]
onPlayerTouch -> Client -> VCE_RetroCheck LastMsg ~= Freeze
onVariableTrue -> Self -> disappear 0
That would make the events run constantly and very quickly, until you said something else, possibly causing lag.

That would be because you probably used these events:
Code: [Select]
onPlayerTouch -> Client -> VCE_RetroCheck LastMsg ~= Freeze
onVariableTrue -> Self -> disappear 0
That would make the events run constantly and very quickly, until you said something else, possibly causing lag.
That's what I thought at first too, I thought I could somehow make it so it only runs through the events every second or so rather than every millisecond, maybe if I used zones instead of onplayertouch...

That's what I thought at first too, I thought I could somehow make it so it only runs through the events every second or so rather than every millisecond, maybe if I used zones instead of onplayertouch...
nah, that wouldn't work, as you only enter the zone once, and if you change your message it won't trigger :D (to unfreeze)
what you could do is use toggles, to make it trigger every 1/2 second or second (onplayertouch>self>toggleeventsenabled[(all of them)], onplayertouch>self>toggleeventsenabled[(all of them)] (delayed))

nah, that wouldn't work, as you only enter the zone once, and if you change your message it won't trigger :D (to unfreeze)
what you could do is use toggles, to make it trigger every 1/2 second or second (onplayertouch>self>toggleeventsenabled[(all of them)], onplayertouch>self>toggleeventsenabled[(all of them)] (delayed))
k, I'll try that and see if it works....

EDIT- wewt, now the lag is gone :D but I still get the same results-
(unfreeze either takes two tries or doesn't happen at all [which is what has happened most often])
It seems as though it Should work, but refuses to unfreeze :/
« Last Edit: November 21, 2010, 02:25:57 PM by Mysteroo »

nvm I fixed it :D, although when you unfreeze a 2nd time, even with a lack of lag, it often crashes me :/
« Last Edit: November 21, 2010, 05:39:04 PM by Mysteroo »

Completely fixed and with a new version :D bump