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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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