Author Topic: Various RP server mods  (Read 766 times)

After a while of hosting a server, I have accumulated a list of various mods that would greatly improve the server. Whereas most of them have been released, I have a list of a few that have not.

The first of these is an 11-slot player. I know that one was already made, but it was failed for affecting some weapons and not fixing that glitch. I don't know if it would be easy to fix or not, but it would be very helpful. For those of you who ask why the forget I would need 11 slots, there's a LOT of gear you need to deal with the stuff people come up with on my server. I can divulge more if you want, but that really isn't on topic. Done.

The next mod would be seemingly really easy to make. It would be one that makes vehicles die when they touch the ground. This would be good for if your map is islands in water, and you need vehicles to die when they fall into the water. Before you judge, I have a fairly good reason for using this instead of drowning vehicles, as I am using 3 physics vehicles as boats. (Motorboat, Carrier, and Aviator Sub. I am well aware of the dangers of the carrier, and it is password-protected so that only a few hand-picked and responsible people can drive it.)

The last mod that I would request is probably the hardest to do. I need a mod that would act as a money system, but by letting different slayer teams be different jobs. Money would be the same as your score. In the advanced options of each team, it would have the amount of money that the team gets per 'tick'. In slayer options, you would have how much money you start out with and how long a tick is. Other things to aid this mod would be events for subtracting/adding money. (I realize that we have events for subtracting and adding score already, but they can subtract to less than 0.) We would also have a command, lets say /resetmoney, which would go back to the default amount of money. Some commands could be /givemoney [amount] [playername] and /resetmoney [playername] for admins to reset the player's money to the money that they start out with.

A daycycle that doesn't get too light or too dark. Like youse's daycycle in the day and Teneski's siten1 at night. Being done.
« Last Edit: December 01, 2013, 10:49:20 PM by Who Cares99 »

This is a 9 slot player: http://forum.returntoblockland.com/dlm/viewFile.php?id=2016
And the Realistic Army player can hold 2 more slots.

Here is an edited 9 slot player for 11 slots I made (untested): https://www.mediafire.com/?65y1ggotcythhzg


I can try to make the 2nd mod, but someone else should try just in case.

I can't.
« Last Edit: November 30, 2013, 06:04:12 PM by TB2 »

Maybe instead of the 2nd request...The cars would float on the water for around 3-5 seconds, then slowly sink down, and be disabled.

Maybe instead of the 2nd request...The cars would float on the water for around 3-5 seconds, then slowly sink down, and be disabled.

Not sure that'd be possible/easy.

Not sure that'd be possible/easy.
If someone COULD, it would be epic for car rescues.

A daycycle that doesn't get too light or too dark. Like youse's daycycle in the day and Teneski's siten1 at night.

This will probably be very easy to do depending on your tastes. Since I'm already somewhat in the works of a day cycle, how dynamic should the day/night transition be?


What do you mean?

I mean how quickly day would turn into night. For example, a very dynamic change would make day into night rapidly, and a less dynamic one would have a longer transition time.

It would be as realistic as possible. I'll do some math for this, but if this is wrong don't hesitate to correct it when you're making it and just refer to my original sentence.

In a day, I would consider the sun to be setting for about 30 minutes, and about 30 minutes after the sun sets is when it's fully dark. For sunrise, about 30 minute before is when it starts to get light, and 30 minutes after is when it's fully bright. So you have an hour for sunset and an hour for sunrise. That's 1/12 of the daycycle, so in a daycycle of 1440 it would be 120 of that time.

If that's complicated, I liked how dynamic youse's daycycle was.
« Last Edit: December 01, 2013, 11:43:50 AM by Who Cares99 »

It would be as realistic as possible. I'll do some math for this, but if this is wrong don't hesitate to correct it when you're making it and just refer to my original sentence.

In a day, I would consider the sun to be setting for about 30 minutes, and about 30 minutes after the sun sets is when it's fully dark. For sunrise, about 30 minute before is when it starts to get light, and 30 minutes after is when it's fully bright. So you have an hour for sunset and an hour for sunrise. That's 1/12 of the daycycle, so in a daycycle of 1440 it would be 120 of that time.

If that's complicated, I liked how dynamic youse's daycycle was.


The way day cycles work, they have fractions, which are decimals 0 to 1. 0.5 would be 12 hours of time and 0.05 in the fractions would be about 72 minutes. 72 minutes is the time it takes the sun to move 18 degrees, so 0.02 would be about 30 minutes in time in fractions. Fraction 0 is sunrise, 0.25 is noon, 0.5 is sunset, 0.75 is midnight and 1 would be sunrise.
The daycycle would look something like this: (lighting values not included)

FRACTION 0.48
//beginning sunset lighting

FRACTION 0.5
//sunset lighting

FRACTION 0.52
//end twilight

FRACTION 0.98
//begin sunrise

FRACTION 0
//sunrise

FRACTION 0.02
//begin daytime

resource: Guide to Blockland Environments by Demian

I'll make the day cycle itself later.