Author Topic: Away From Keyboard (AFK) Pranks Megathread  (Read 3435 times)


 :cookieMonster:

Post screenshots afk pranks you've done on your friends in the past!



I just trap them in a block of ice and put a checkpoint at their feet




I was so confused ;-;
A person go AFK and you bother there body for when they come back, post what you do here.

I put them on a kill brick checkpoint

A person go AFK and you bother there body for when they come back, post what you do here.
He meant that he was so confused to find himself in a bathtub on top of a clocktower when he came back when he was AFK

Is that bathtub a vehicle or something? It doesn't look aligned? Or am I just missing something?

Is that bathtub a vehicle or something? It doesn't look aligned? Or am I just missing something?
http://forum.blockland.us/index.php?topic=217515.0

I put a plate under them so when they come back and move VCE deletes their player object

Oooh heheheheh.

OnActivate > Self >setzone > up 20
OnPlayerEnterZone > self > vce_callfunction > heh
onactivate > self > vce_statefunction> heh 3 5
onvariablefunction > vce_ifvalue > <var:cl:bl_id> == [victimid]
onvariabletrue > player > changedatablock > no move player player
[15000] onvariablefunction > self > vce_callfunction > heh


Not sure if that exact method would work, but I've got 3 other method's of looping the player in to try.  And one that I know works.

Anyway the point is to event a brick, activate it, then clickpush the person over the brick.  So that it changes them to the no move playertype.  Then sit back relax and enjoy their suffering.

Almost completely undetectable in a large build.  Though, if the person you're pranking happens to be the host, or, smart, they may end up just saving the bricks and taking a look at the save file.  It's an easy enough event to spot.

Variations.

relay-based

OnActivate > Self >setzone > up 20
OnPlayerEnterZone > self > firerelay
[15000] onrelay > self > firerelay
onrelay > vce_ifvalue > <var:cl:bl_id> == [victimid]
onvariabletrue > player > changedatablock > no move player player

jvs based

OnActivate > Self >setzone > up 20
OnPlayerEnterZone > self > contentstart > Allow [victimid]
onrespawn > self > contentstart > Allow [victimid]
oncontentstarted > self > contentstop
[15000]oncontentstopped > self > contentstart > Allow [victimid]
oncontentstarted > player > changedatablock > no move player player

Other possible options of setting up a loop are vehicle events, projectile events, or even botevents.  Ze possibilities are endless!  Unless you're dealing with default events.  Then you're pretty much screwed.  Although... maybe projectile events..  I'd have to test it out.

Other annoying variations include playing sounds at regular intervals, setting the persons velocity to 0 0 0 at regular intervals, and well, straight up killing them at regular intervals.  But that last one is no fun.  Ooh, also maybe tank turret explosions...  Or horse ray 2.000.  That would give the screen a nasty shake.  I think the jeep final explosion is similar...

I remember when someone made a special cage for some other guy. It looked like an ordinary cage, but there was a gap where one could simply get in or get out. However, that other guy didn't know of that so he was sort of stuck. It was kinda funny to see how he was asking to be let out when simply crouching and going back would have solved the whole problem.