Author Topic: V13/Blockland update suggestions  (Read 7362 times)

I want %1 to work on client>chatmessage events ):
You know if you have VCE V5 you can type <var:cl:name> and it shows the name.

The purpose of the moving the client name into a set/get function is to prevent people from changing it and impersonating other users.  Your name is your name.  You can't be an impersonating friend anymore.  Sorry.
I had no intention of using it to impersonate another player, about all I would use it for would be to display classes in a class-based deathmatch.


The Torque resource manager is completely forgeted.  It took an incredible amount of effort just to be able to connect to a server, download files, and not crash (there are still some crash/invalid packet bugs in v12 that are fixed for v13).  I do not want to rewrite it right now.
I guess that's fair enough, although really it seems to make sense to have it after this long. And those invalid packet fixes sound good.
That isn't even coherent enough to read, let alone program. 
Well, the main thing that I meant by this is being able to add conditions to an input event. Design-wise, a dialog which shows when you select an input event (if it allows selecting of conditions) that allows you to select logic by which that input event would be called. ie,
onActivate [ If Client BL_ID is 4332 ] -> Client -> ChatMessage [ Hello Clockturn! ]
onActivate [ If Client BL_ID is not 4332 ] -> Client -> ChatMessage [ You are not me! Get out of my house. ]

Something like a list of values for a class, and you can select any one of the usual input targets to compare a value.

Variable events with a better implementation really, but skipping the annoying variable* stuff. Sorry if my explanation is still ass.

And what I meant by the stuff at the start was, well, I added some arrows to shift events up and down in the GUI, adding them to the swatch of the line. They appeared fine, but as soon as I changed the input event, they were deleted. So I had to use an absolutely horrible hack to get them to work at all, and even then not very well (I'm not proud of it).

I had no intention of using it to impersonate another player, about all I would use it for would be to display classes in a class-based deathmatch.

I think M was trying to mainly get across the ability to add things to a user's name. For example, if I tried setting my shape name to "Badspot", it would instead set it to "Truce [Badspot]". This way it's much easier to display custom statuses/etc in different gamemodes.

Not sure if you have reasons of your own about why not to do that, but I personally think that'd both add features for modders and prevent impersonation at the same time.



This man speaks the truth that I previously didn't see.

I don't really know what I want in V13 >>

Most of my opinions and ideas have been stated by other people.

I don't really care about the shapename stuff though.

I don't really know what I want in V13 >>

Most of my opinions and ideas have been stated by other people.

I don't really care about the shapename stuff though.

I think as long as there's just a Blockland, I'm happy.

This man speaks the truth that I previously didn't see.
Spawn a bot, set the shape name to "Badspot" - it comes up as "[Badspot]", set yourself to control said bot and abuse it in the same impersonating way.

Badspot should add a default hidenames script or an opinion in the mini-game menu.

Team Deathmatch adds the "Hide Player Names" option to the Gameplay section of the minigame menu which hides them except at relatively close range. It's nice to know who you're fighting against at close range but doesn't give unfair advantages to snipers seeing you from miles away.

Team Deathmatch adds the "Hide Player Names" option to the Gameplay section of the minigame menu which hides them except at relatively close range. It's nice to know who you're fighting against at close range but doesn't give unfair advantages to snipers seeing you from miles away.

IMO; It would be better to have no names even at close range.

Spawn a bot, set the shape name to "Badspot" - it comes up as "[Badspot]", set yourself to control said bot and abuse it in the same impersonating way.

It would still have brackets, but I guess you could always just not allow bots to have their names changed somehow?

Spawn a bot, set the shape name to "Badspot" - it comes up as "[Badspot]", set yourself to control said bot and abuse it in the same impersonating way.

I never said to allow it to work for bots. They're generally fine nameless as is. Although, if you think even brackets around the name is too 'similar', we could just make AIPlayers have the default name of "Bot". (setShapeName("") for bots would be blank still, but with content it'd be "Bot [Whatever]")

Team Deathmatch adds the "Hide Player Names" option to the Gameplay section of the minigame menu which hides them except at relatively close range. It's nice to know who you're fighting against at close range but doesn't give unfair advantages to snipers seeing you from miles away.
Can you have it only show the ones on your team? It really screws up invisibility

No. That would require a different shape-name setting for every client which is impossible.

Invisibility only lets you see the names at the absolute minimum range, which is less than the normal Hide Player Names distance. There's nothing I can do about this anyway, but it works well since it's similar to the "bump to check" tactic in TF2 as you collide with every player.