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blackkat9666

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Everything posted by blackkat9666

  1. @Ballie 2.7 and the filter's not there…urg and I liked the idea of a curse filter anyways, there must be a way to add that back in ourselves, right? @SHADERS that would take a lot of moderating time
  2. yeah but there's so many possibilities… and there's like "fckdog" and such, there's people that combine the weirdest words... anyways i'm sure it's possible :/
  3. I was wondering if it would be possible to make that when a player creates a character, with a word in the curse filter, a message would pop up and say "Please chose a more apropriate name for your character!". I suck too much at coding and even sadscript at the moment -.-
  4. I was wondering if it would be possible to make a "flood protection". I've just tried for fun to see if there was a limit, per minute, of how many times a player can talk. This is a problem for lag.
  5. *eye twitches*…i'm gona wait until i even understand what you jsut said before even trying... god i need to learn at least sadscript in my free time
  6. i'll make sure to take my time for that so i don't mess up lol, i'll wait patiently for a tut :D
  7. it'd be fun for admins to have an invisible button or spell, then randomly pop around to scare players haha also it is better for moderating but urg, this seems quite complicated from what i've read
  8. yeah yeah lol i know the whole "back up" routine :P i'll just go with trial and error when i'm bored or have time
  9. wow simple enough, but if you go invisible, can you see where the heck you're going? XD and sorry for a newb question but where do i install that? and do i need to make a button on the admin panel or something?
  10. bummer i suck too much at coding, i really wonder why they didn't do the item system like that in the first place, complicates things and the limit is a pain in the butt
  11. blackkat9666

    I'm mad!

    the whole speach makes sense, my customers need to hear that from my mouth since i don't get respect working at a fast food restaurant -.- they have no clue how hard we work there grrr I'M MAD AS HELL AND I…still need to take it so i don't get fired... SOMEDAY, I WILL NOT TAKE IT ANYMORE XD
  12. awesome idea! i was thinking of that idea a long time ago but as i suck at scripting i never got to do a thing about it :P also, it would be easier if the admin/mod would see where they're going instead of trial and error to see where they are on the map and if they're close to a portal would it be possible for the admin/mod who is invisible to others, have something to tell them where they are on screen?
  13. sorry for being an "anoying fly" but that would be useful for a lot of ppl, just i suck at scripting and sourcing…
  14. why didn't i think of that…thanks XD
  15. dude i was just throwing in the idea -.- if he doesn't wanna take the idea, not my problem
  16. legos aren't really all 2x2 blocks, there are variations like 2x4, 2x8, etc it would hurt the eyes less if it had variation
  17. hmm I'd just like a template for that instead of doing the same size and all using the default ones as a base. I'd be useful, I never was able to find one though :/
  18. @Robin: > Very possible, but you'd have to add it to the UDT, and the way packets are set up atm (Having to manually write out the data being sent, rather than copymemory'ing the UDT) it's a hassle to add. > > What I would do is build up the UDT structure first, then sort out all the data sending at once, rather than repeating a very arduous task. i think i just had the biggest brain fart ever… i think i'd need to make a new thread in source questions (or is it requests?) and learn more coding >_>
  19. @Kimimaru: > @blackkat9666: > > > ohh thank you :D > > edit: still showing black > > this is what i have > > > > ``` > > Sub BltMapNPCName(ByVal Index As Long) > > Dim TextX As Long > > Dim TextY As Long > > > > If Npc(MapNpc(Index).num).Big = 0 And Npc(MapNpc(Index).num).SpriteSize = 0 Then > > TextX = MapNpc(Index).X * PIC_X + sx + MapNpc(Index).xOffset + CLng(PIC_X / 2) - ((Len(Trim$(Npc(MapNpc(Index).num).Name)) / 2) * 8) > > TextY = MapNpc(Index).y * PIC_Y + sx + MapNpc(Index).yOffset - CLng(PIC_Y / 2) - 4 > > Call DrawText(TexthDC, TextX - (NewPlayerX * PIC_X) - NewXOffset, TextY - (NewPlayerY * PIC_Y) - NewYOffset, Trim$(Npc(MapNpc(Index).num).Name), RED) > > Else > > TextX = MapNpc(Index).X * PIC_X + sx + MapNpc(Index).xOffset + CLng(PIC_X / 2) - ((Len(Trim$(Npc(MapNpc(Index).num).Name)) / 2) * 8) > > TextY = MapNpc(Index).y * PIC_Y + sx + MapNpc(Index).yOffset - CLng(PIC_Y / 2) - 32 > > Call DrawText(TexthDC, TextX - (NewPlayerX * PIC_X) - NewXOffset, TextY - (NewPlayerY * PIC_Y) - NewYOffset, Trim$(Npc(MapNpc(Index).num).Name), WHITE) > > End If > > > > End Sub > > ``` > > Replace your sub with this: > > ``` > Sub BltMapNPCName(ByVal Index As Long) > Dim TextX As Long > Dim TextY As Long > > If Npc(MapNpc(Index).num).Big = 0 And Npc(MapNpc(Index).num).SpriteSize = 0 Then > TextX = MapNpc(Index).X * PIC_X + sx + MapNpc(Index).xOffset + CLng(PIC_X / 2) - ((Len(Trim$(Npc(MapNpc(Index).num).Name)) / 2) * 8) > TextY = MapNpc(Index).y * PIC_Y + sx + MapNpc(Index).yOffset - CLng(PIC_Y / 2) - 4 > Call DrawText(TexthDC, TextX - (NewPlayerX * PIC_X) - NewXOffset, TextY - (NewPlayerY * PIC_Y) - NewYOffset, Trim$(Npc(MapNpc(Index).num).Name), QBColor(RED)) > Else > TextX = MapNpc(Index).X * PIC_X + sx + MapNpc(Index).xOffset + CLng(PIC_X / 2) - ((Len(Trim$(Npc(MapNpc(Index).num).Name)) / 2) * 8) > TextY = MapNpc(Index).y * PIC_Y + sx + MapNpc(Index).yOffset - CLng(PIC_Y / 2) - 32 > Call DrawText(TexthDC, TextX - (NewPlayerX * PIC_X) - NewXOffset, TextY - (NewPlayerY * PIC_Y) - NewYOffset, Trim$(Npc(MapNpc(Index).num).Name), QBColor(WHITE)) > End If > > End Sub > ``` dude it totally worked! THANK YOU :D @Robin: > Is behavior stored client side? oh the code is based on the npc size, guess i'll HAVE to make my bosses 64x64 and the rest 32x64 or 32x32.. is it possible to source a button on the editor named "boss"? that might improve the way to code this i suck at vb6 right now lol
  20. ohh thank you :D edit: still showing black this is what i have ``` Sub BltMapNPCName(ByVal Index As Long) Dim TextX As Long Dim TextY As Long If Npc(MapNpc(Index).num).Big = 0 And Npc(MapNpc(Index).num).SpriteSize = 0 Then TextX = MapNpc(Index).X * PIC_X + sx + MapNpc(Index).xOffset + CLng(PIC_X / 2) - ((Len(Trim$(Npc(MapNpc(Index).num).Name)) / 2) * 8) TextY = MapNpc(Index).y * PIC_Y + sx + MapNpc(Index).yOffset - CLng(PIC_Y / 2) - 4 Call DrawText(TexthDC, TextX - (NewPlayerX * PIC_X) - NewXOffset, TextY - (NewPlayerY * PIC_Y) - NewYOffset, Trim$(Npc(MapNpc(Index).num).Name), RED) Else TextX = MapNpc(Index).X * PIC_X + sx + MapNpc(Index).xOffset + CLng(PIC_X / 2) - ((Len(Trim$(Npc(MapNpc(Index).num).Name)) / 2) * 8) TextY = MapNpc(Index).y * PIC_Y + sx + MapNpc(Index).yOffset - CLng(PIC_Y / 2) - 32 Call DrawText(TexthDC, TextX - (NewPlayerX * PIC_X) - NewXOffset, TextY - (NewPlayerY * PIC_Y) - NewYOffset, Trim$(Npc(MapNpc(Index).num).Name), WHITE) End If End Sub ```
  21. well it didn't show any errors while compiling…now it's ingame testing to see how it looks :P i'll report once tested edit: urg no names on top of the boss and regular monster -.- edit2: ok i think i realise i made a mistake in there, let me test again edit3: stupid question! what the ehck do i do to change the colors XD do i keep the words color by it or just the number of the color? cuz each time i just put a number it stays black...
  22. and robin saves many people yet again! thanks man it'll be helpful
  23. it is a good idea what you mentioned but bosses should also have a diffrent color names including what you said
  24. while i'm here i might as well ask how about for bosses?
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