Blockland Forums > General Discussion
Convince Me.
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Darthatari:
I have been considering joining Blockland. I see less noobs, more free building, and most of all, custom meshes and sounds in this game.

I'm likely to join anyway, but heres some of my questions.

1.Is C++ simular to HTML style sheets? I know the later language.

2.Is making vehicles and weapons difficult? If I know what I just listed?

3.I see being able to build with 100,00 bricks (more that I think I want suprisingly). How do vehicles, weapons, explosions, and excess game scripts effect the recomended amount?

4.Will I get crap from low ID people for having a high ID?

5.Are large scale vehicles (battleships, bombers) possible, as well as being able to walk on them?

6.Is custom character content easy to make?

7.I thought I had more to ask...
Burger:
Every number you had there is the same question. Blockland is torque, not c++, and is nothing like HTML.
Regulith:
4. Yes, but those people are idiots.

6. You can't make any avatar content that can be worn from the Avatar Options menu, but you can make an add-on that does something similar when you use a slash command.
Darthatari:
Oh. Wow...

The, code. is...   ...\
...

Well torque isn't that hard is it?
Regulith:

--- Code: ---datablock ParticleData(gunFlashParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 25;
lifetimeVarianceMS   = 15;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.9 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.0";
sizes[0]      = 0.5;
sizes[1]      = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(gunFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "gunFlashParticle";

   uiName = "Gun Flash";
};
--- End code ---

A bit of code from the default Gun.
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