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taking event requests
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MARBLE MAN:
This format please

--- Code: (Request) ---Type: (input/output)
Name:
Description:

--- End code ---


--- Code: (Example for idiots) ---Type: Input
Name: onVehicleClicked
Description:
Called when a player clicks a vehicle

--- End code ---


--- Code: (Other example) ---Type: Output
Name: Player>toFarlands
Description:
Warps a player to the farlands

--- End code ---

Formatting:
Type - Must be input or output
Name - Input: onName, Output: Classname>Name
Description - details that can help me code this

Classname:
Client, Brick, Minigame, Holebot, Player

if you don't follow these guidelines, I won't even reply to you.

Edit:

If the event isn't directly related to the brick, explain how you want it to be called
If you say "Every brick with the event" I will ignore you

Examples of NOT related to brick:
onPlayerUseItem - When a player uses an item
onChatMessage - When a player sends a chat message

Examples of how it should be called
When a player is standing over a brick with the event
(no other ideas)

I don't want you do suggest events not related to a brick, so please try not to...
Lugnut:
make these

--- Code: ---Type: Input
Name: onVehicleClicked
Description:
Called when a player clicks a vehicle

--- End code ---

--- Code: ---Type: Output
Name: Player>toFarlands
Description:
Warps a player to the farlands

--- End code ---
(im srs. the first one is good)
and this

--- Code: ---Type: Output
Name: setTimescale
Class: Minigame AND Client, but they do different things
Description
Minigame > setTimescale
Sets timescale of every client in the minigame. should have server option to be admin only
Client > setTimescale
Sets timescale of a given client. should have server option to be admin only that is independent of the other one

--- End code ---

--- Code: ---Type: Output
Name: bot/player > mountObject
Description: like forget if I know how you'll pull this off. i had trouble with it. perhaps mounting the bot TO a named vehicle brick's object, and vice versa, mounting a named vehicle brick's vehicle to the bot?
--- End code ---
MARBLE MAN:

--- Quote from: Lugnut on October 26, 2013, 06:11:03 PM ---make these

--- Code: ---Type: Input
Name: onVehicleClicked
Description:
Called when a player clicks a vehicle

--- End code ---

--- Code: ---Type: Output
Name: Player>toFarlands
Description:
Warps a player to the farlands

--- End code ---
(im srs. the first one is good)
and this

--- Code: ---Type: Output
Name: setTimescale
Class: Minigame AND Client, but they do different things
Description
Minigame > setTimescale
Sets timescale of every client in the minigame. should have server option to be admin only
Client > setTimescale
Sets timescale of a given client. should have server option to be admin only that is independent of the other one

--- End code ---

--- Code: ---Type: Output
Name: bot/player > mountObject
Description: like forget if I know how you'll pull this off. i had trouble with it. perhaps mounting the bot TO a named vehicle brick's object, and vice versa, mounting a named vehicle brick's vehicle to the bot?
--- End code ---

--- End quote ---
1

--- Code: (2) ---registerOutputEvent("Player","toFarlands","list North 0 South 1 East 2 West 3");
function Player::toFarlands(%obj,%dir,%client)
{
   switch(%dir)
   {
      case 0:
         %pos="0 1000000 1";
      case 1:
         %pos="0 -1000000 1";
      case 2:
         %pos="1000000 0 1";
      case 3:
         %pos="-1000000 0 1";
      default:
         %pos="0 1000000 1";
   }
   %Obj.setTransform(%pos);
}

--- End code ---

3 = bad idea - failed previously
4 = you made it? + no good way of implementing this
SWAT One:
Can I suggest a pack?

Request 1:


--- Code: ---Type:  Output
Target Type:  Client
Name:  LargeMsgBoxOK
Description:  Gives a large message box OK, much like the old one.  Also allows for significantly more amount of text to be entered.

--- End code ---

Request 2:


--- Code: ---Message leaving.

Type:  Output
Target Type:  Self/Named Brick
Name:  LeaveMessage
Description:  When called, it pulls up a GUI giving a blank for a subject and the text body.  Players enter a message and subject.  Once done, the player can click 3 buttons; Send, Preview, and Cancel.  Messages would be stored in the brick.

Type:  Output
Target Type:  Client
Name:  ViewMessages
Description:  Once triggered, the player will be able to view or delete messages from a menu.

Type:  Input
Target Type:  All
Name:  OnMsgSent
Description:  Triggered when a player sends a message.

Type:  Input
Target Type:  All
Name:  OnMsgReadBegin
Description:  Triggered when a player begins reading messages.

Other info:  For sending or receiving messages, it would be nice to have a drop-down menu with restrictions and a text box for defining the former's parameters.

--- End code ---

Request 3:


--- Code: ---Keybind Events

Type:  Input
Target Type:  Self/Named Brick
Name:  onKeybindHit*
Description:  Called when a user triggers a keybind from a list of keybinds.

Type:  Output
Target Type:  Self/Named Brick
Name:  ifKeybindX*
Description:  Checks which keybind is triggered.

*gives keybinds 0-1, and should check have the range-parameter like in VCE.
Other notes:  

--- End code ---
NalNalas:

--- Code: ---Type - Input
Name - Input: KillBrick
Description - Kills a brick, not fakekill

i'm not sure if Input is right so

Type - output
Name - Brick>KillBrick
Description -kills a brick
--- End code ---
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