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Author Topic: Blocky999's VCE CRPG (Help me out!)  (Read 12095 times)

The only guy who can do something different with CRPG and do it right.

we need to make a medal and award it to this guy.
This.

That's one lovey city...
Dude this is loving awesome. Hopefully you can get a fully auto-mated city, even without the players.

/cancelevents

:3

The only guy who can do something different with CRPG and do it right.

we need to make a medal and award it to this guy.
This.

:D

I am going to try and make the city need no more than one player to run.  Though there will be a resource system in place, there will be a constant, though small, increase in resources, so it can replenish if used up.  There will be miner bots in the mine, lumberjack bots in the forests, hunter bots killing animals, etc. that will account for this increase.
« Last Edit: September 17, 2013, 01:01:13 PM by Gen. Hothauser »

One question regarding the VCE. How are you making chat commands (ie "1") to where it doesn't execute more than once?

Well, that is if you're using chat commands.

>get VCE

>join your server/download stuff

>check money variable

>rejoin server and get a place to build

>use said money variable to git money

>profit?

possible?
This could not work because the "Client" Variables actually are stored in the server bound to your BLID
Also bump  :cookie:

One question regarding the VCE. How are you making chat commands (ie "1") to where it doesn't execute more than once?

Well, that is if you're using chat commands.

I'm using a neat little system.  Every player had a variable called FoodVariable.  Whenever you are interacting with the food (take the apple for example), every question it asks you, that variable is modified.  For apple, there are two times the variable is modified.  The first time, FoodVariable is set to "Apple1A".  The "Apple" part of it represents the type of food, the "1" part represents the 'number ID' of the apple (just so any other apples around don't carry out the same process - other apples are Apple2A, Apple3A, etc.). The "A" part represents the number of times modified (A for once, B for twice, C for three times, etc.).  Every time the player speaks and is near (within five bricks of) the apple, an IfVariable output checks what the player's FoodVariable is.  If it is "Apple1A", it carries out any events under that Ifvariable check.  If it's "Apple1B", all events under that get carried out.

Code: [Select]
[x] [0] [OnPlayerTalk] [Player] [VCE_IfVariable] [FoodVariable] [==] [Apple1A] [1 5]
[x] [1] [OnVariableTrue] [blah]
...
[x] [6] [OnPlayerTalk] [Player] [VCE_IfVariable] [FoodVariable] [==] [Apple1B] [7 9]
[x] [7] [OnVariableTrue] [blah]

Essentially like that.  It's extremely smooth and I have not experienced any cross-over glitches yet.

This could not work because the "Client" Variables actually are stored in the server bound to your BLID
Also bump  :cookie:

And that eventing will be disabled, so people can't do any unrealistic stuff.
« Last Edit: September 17, 2013, 07:25:53 PM by Gen. Hothauser »

My dear patrons, I have resolve the previous issue of the evil apple.  By using [Self] [Ifvalue] [<var:pl:FoodVariable>] instead of [Player] [Ifvariable] [FoodVariable], I was able to fix the problem.


I had an idea, I don't know how feasible this is, but, since this is gonna be on an island, what if (assuming you're using a day/night cycle), in the early morning the visibility and fog was turned down, and then by around 7 o'clock it's gone.

I had an idea, I don't know how feasible this is, but, since this is gonna be on an island, what if (assuming you're using a day/night cycle), in the early morning the visibility and fog was turned down, and then by around 7 o'clock it's gone.

It is completely possible.  Normal servers use the default daycycle, where they just click the daycycle check box, set the time, and off they go with their sun traveling directly over head.  But, not in my house.  I made an event-based daycycler thingy a while back to create my very own daycycle.  So far, all it does is make the sun go up and come down, going in a circular path like you would find in the majority of the world, not just within the tropics.  I was planning on adding things in, such as recoloring if the sky, a moon, tides, etc.  I hadn't thought about your suggestion before, but I like it.

This might turn out to be a stuffty great CRPG...

This might turn out to be a stuffty great CRPG...

And you are a very stuffty nice individual. :D

And you are a very stuffty nice individual. :D
Lol
It is completely possible.  Normal servers use the default daycycle, where they just click the daycycle check box, set the time, and off they go with their sun traveling directly over head.  But, not in my house.  I made an event-based daycycler thingy a while back to create my very own daycycle.  So far, all it does is make the sun go up and come down, going in a circular path like you would find in the majority of the world, not just within the tropics.  I was planning on adding things in, such as recoloring if the sky, a moon, tides, etc.  I hadn't thought about your suggestion before, but I like it.
Wow, your good (but then again, after what you've already done, that's no surprise)! :P

Lol Wow, your good (but then again, after what you've already done, that's no surprise)! :P

:D



I've got some more new stuff to add, and I have taken videos!

I downloaded the Footsteps mod which adds different footstep sounds depending on what evented material you are walking on.  Here is a video showing what I have done with it.  So far, I have a wooden floor, concrete path siding, tile walkway, and metal door grate set up.

Also, I had started the following part back in city attempt 4 but never really figured a glitch out, and stop trying it.  But, now I figured the glitch out, and am reusing it in the city.  So, zones!  Excited?!?!  Haha, but in all seriousness, I have named the roofs and anything that is exposed to the sky (so far only on those two buildings) so that I can easily set a zone to those bricks and keep precipitation out.

Just two more things to add realism to the city.