### Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

### Messages - Oakley

Pages: [1] 2 3 ... 5
1
##### Creative Features / [Help Needed] Re: How do I script stages (checkpoints) for an obstacle course?
« on: April 19, 2017, 11:55:23 PM »
Var [х] = [history:checkpoint/x]
Var [y] = [history:checkpoint/y]
Var [z] = [history:checkpoint/z]
Teleport [player] [x,y,z]

Set that as the respawn script, And for the checkpoint addition script, All you need to do is set the player's checkpoint history marks to the coordinates of the checkpoint.

Thanks, just to clarify though, is the x y and z where the coords of the checkpoints go?  And do I set their history by adding History [name] [player] [+1] to the script?

2
##### Creative Features / [Help Needed] How do I script stages (checkpoints) for an obstacle course?
« on: April 19, 2017, 07:25:12 PM »
Hello

I made a thread about a world in which I was making an obstacle course. This obstacle course is going to have stages, so when a player dies they can return to the stage they reached instead of having to start again. I tried the script suggested by TheDestinedCrab but when I tested it out I still ended up back at the beginning after I died. Here is a quote from TheDestinedCrab which contains the script that he suggested, I made this script exactly as he put it:

The pad bit would be pretty easy. The pad would be a textured pressure plate with a script block underneath.

Spoiler for script:
Here's the script to play when the player steps on the pad:

History [player] [stage] [+1]

And here's the one to play when they die

If
HasHistory [player] [stage] [=] [1]
Then
Teleport [x,y,z]
Elseif
HasHistory [player] [stage] [=] [2]
...

Also, speed and low gravity can be done in zones.

Good luck with it!
TheDestinedCrab.

He hasn't been online in a day or two, which is why I am making this topic, so is there any other way to script checkpoints?

3
##### Site Suggestions and Bugs / Re: Emoticon Suggestion
« on: April 18, 2017, 04:50:52 PM »
Everyone is able to use a personal emote, however there can only be one personal emote per user.

Oh, I haven't reached the required amount of posts yet, so I guess I'll wait until I have and then ask again.

4
##### Site Suggestions and Bugs / Re: Emoticon Suggestion
« on: April 18, 2017, 01:43:30 PM »
http://totalminerforums.net/index.php?topic=18513.0
Info on getting new emotes
Thanks,  I wasn't asking for this to be a personal emote, just one that everyone can use.

5
##### Your world / [Challenge] Re: Obby map (obsricle course) a Roblox inspired map
« on: April 17, 2017, 01:30:04 PM »
The pad bit would be pretty easy. The pad would be a textured pressure plate with a script block underneath.

Spoiler for script:
Here's the script to play when the player steps on the pad:

History [player] [stage] [+1]

And here's the one to play when they die

If
HasHistory [player] [stage] [=] [1]
Then
Teleport [x,y,z]
Elseif
HasHistory [player] [stage] [=] [2]
...

Also, speed and low gravity can be done in zones.

Good luck with it!
TheDestinedCrab.

I had a go at doing this script, however there are a few things that I don't quite understand.

[stage] does the stage number go here? Should this be the name of the script so it knows which stage you're on?

Just leave it as it is. No need to change script names or add in numbers.
[=] is it just the equals sign that goes here?
Yes.
[1] what does this represent?
This represents stage 1. 2 would represent stage 2 etc.

From what I understand, I have to set this as event driven script 'player dies' but I tried making the script exactly as you did but it told me that there was a possible undeclared variable. How exactly do I get this script to work, and teleport players to that stage that they reached when they die?

Thanks

If you typed the script exactly as I did then it should work fine. If you get a possibly undeclared variable error then just ignore it because I'm fairly certain that the script will still run as we want it to.

Nope, when I die it just takes me back to the start every time, even though I have the histories given by the zones on each stage., I didn't get an error this time though so I must have done something right, maybe there is something I'm doing wrong though

This is what I put in:

6
##### Site Suggestions and Bugs / Emoticon Suggestion
« on: April 17, 2017, 10:07:25 AM »
Hello

I'm not sure how the system works for adding new emoticons, but I would like to make a suggestion if I may. If this is not considered in the near future, then maybe it could be put aside for future reference... I would like to suggest the rock and roll hand gesture, as this is quite a popular hand gesture among people who enjoy rock/heavy metal music,  and I'm sure there must be some here, the only person here that I know of who likes this kind of music is .ok, and myself. So what do you think? Please let me know if you think this would be a nice addition to the emoticons, below is an example of what I mean

Thanks

Example:

7
##### Your world / [Challenge] Re: Obby map (obsricle course) a Roblox inspired map
« on: April 17, 2017, 09:27:51 AM »
The pad bit would be pretty easy. The pad would be a textured pressure plate with a script block underneath.

Spoiler for script:
Here's the script to play when the player steps on the pad:

History [player] [stage] [+1]

And here's the one to play when they die

If
HasHistory [player] [stage] [=] [1]
Then
Teleport [x,y,z]
Elseif
HasHistory [player] [stage] [=] [2]
...

Also, speed and low gravity can be done in zones.

Good luck with it!
TheDestinedCrab.

I had a go at doing this script, however there are a few things that I don't quite understand.

[stage] does the stage number go here? Should this be the name of the script so it knows which stage you're on?
[=] is it just the equals sign that goes here?
[1] what does this represent?

From what I understand, I have to set this as event driven script 'player dies' but I tried making the script exactly as you did but it told me that there was a possible undeclared variable. How exactly do I get this script to work, and teleport players to that stage that they reached when they die?

Thanks

8
##### Your world / [Challenge] Re: Obby map (obsricle course) a Roblox inspired map
« on: April 10, 2017, 06:26:13 AM »
The pad bit would be pretty easy. The pad would be a textured pressure plate with a script block underneath.

Spoiler for script:
Here's the script to play when the player steps on the pad:

History [player] [stage] [+1]

And here's the one to play when they die

If
HasHistory [player] [stage] [=] [1]
Then
Teleport [x,y,z]
Elseif
HasHistory [player] [stage] [=] [2]
...

Also, speed and low gravity can be done in zones.

Good luck with it!
The destined crab

Ok, thanks for the tips, I'll give it a go, it's going to be hard work as I am planning on making at least 100 stages, maybe more.

9
##### Your world / [Challenge] Obby map (obsticle course) a Roblox inspired map
« on: April 09, 2017, 07:50:04 PM »
Hello all

I don't know about anyone else here,  but I am a frequent Roblox player, and I play a lot of obby. So I came up with the idea of making my own obby in Total Miner, but there are a few things that I still need to figure out, like having stages for example. There will be a pad to step on at the start of each stage,  so that if a player falls off and dies, they will return to the stage that they got to, rather than having to go back to the beginning to do the whole thing again. If anybody knows of any ways to make this possible, please let me know, but right now I'm focusing on getting as many stages done as quickly as possible, without rushing it too much. I would also like to know if it would be possible to make something like speed and low gravity boots, because if it is then this will be added at the finish for players to use. If you like the sound of this then please feel free to let me know, and if you have any suggestions they would be much apprecited. If you would like to help on any of the stages then also let me know, because I will probably need help with some stages. I'm hoping that this will turn out to be a good map, as I said if you have any suggestions for an obby map then please feel free to let me know.

Thanks

10
##### Creative Features / [Sharing] Re: public particle compoment pack
« on: January 26, 2017, 10:43:43 AM »
Your particle pack is really cool, it has so many different things to choose from. I've got a map that at the moment is just random underground rooms that I was going to turn into a base, but I made a public bathroom so I used the toilets and a few sinks. One thing that I've noticed is that the juggernaut and speed cola machines, have their particles spread out all over that place, I don't know what would cause this or if there is any way that I can fix this, but that's no biggie, I really like the particle pack you've made, and I really want to learn to make particles myself, too.

11
##### Gaming / Xbox One - the good and the bad
« on: January 26, 2017, 10:36:46 AM »
Hello everyone!

So I got an Xbox One for my birthday, and I haven't had a chance to use it yet, so I wanted to hear from other people what the good and the bad points are about the console, It's just the normal Xbox One, not the slim version. I looked at some xbox one reviews on youtube and heard that the power brick can be quite loud and annoying at times, but that wouldn't really bother me. So if you have an Xbox One, what do you think some good and bad points would be about it? It's a really nice looking console, and the controller looks like it's great to use. Opinions?

12
##### Your world / Re: Rack City - builders/scripters needed
« on: January 23, 2017, 03:18:08 PM »
I have a few Road components if you (or anyone) wants them. They are more British style though.

If you don't mind sharing it then that would be awesome, I'm still trying to figure out the best way to fix the world because it seems like when I think of one solution I run into another problem somewhere down the line, so I may just start again with the roads, thanks
If you can't fix the problem, Work around the problem. If there is something in a real city that doesn't quite work right due to old planning, They won't remove the existing architecture and roads, They'll work with what they have and take the path of least resistance.

Don't fret about everything being perfect, Otherwise it won't be realistic.

I agree, I think it's actually better if it's not perfect, and it looks good the way it is.  I was worried about it at first because I thought that I would have to start again but I don't think there's any need to, the only thing that I need to work out now is how to make another intersection that will allow me to connect the single road to the double roads.

I have a few Road components if you (or anyone) wants them. They are more British style though.

If you don't mind sharing it then that would be awesome, I'm still trying to figure out the best way to fix the world because it seems like when I think of one solution I run into another problem somewhere down the line, so I may just start again with the roads, thanks
If you can't fix the problem, Work around the problem. If there is something in a real city that doesn't quite work right due to old planning, They won't remove the existing architecture and roads, They'll work with what they have and take the path of least resistance.

Don't fret about everything being perfect, Otherwise it won't be realistic.

I agree with Dryym. If you can't fix it then just try to work around it. I didn't realise that me building you these road would cause you this much bother, I'm sorry.

However if you feel you can't work around it, then just restart if it bothers you that much. It's completely up to you.

It's no bother, I really appreciate the fact that you took the time to come and help out, it looks great. I was just worrying too much to begin with, but I think I'll be able to work my way around it. Once I've corrected my mistake it will become much easier. I should have taken the time to look before I started on the buildings, but it's all good

13
##### Your world / Re: Rack City - builders/scripters needed
« on: January 23, 2017, 11:50:50 AM »
I have a few Road components if you (or anyone) wants them. They are more British style though.

If you don't mind sharing it then that would be awesome, I'm still trying to figure out the best way to fix the world because it seems like when I think of one solution I run into another problem somewhere down the line, so I may just start again with the roads, thanks

14
##### Fun House / Re: Fun fact
« on: January 22, 2017, 04:15:14 PM »
Louis XIV of France really was as unpleasant a fellow as he's been depicted. In 1674, when he was visiting a school at Clermont, he heard from the school's authorities that one of the children, a nine- year-old Irish lad named Francis Seldon, had made a pun about the king's bald head.
Louis was furious. He had a secret warrant drawn up for the child's arrest, and young Seldon was thrown into solitary confinement in the Bastille. His parents, members of one of Europe's richest merchant families, were told simply that the child had disappeared. Days turned to months, months to years, and Louis himself passed away. But Francis spent sixty-nine years "in the hole" for making fun of the king's baldness.

15
##### Your world / Re: Rack City - builders/scripters needed
« on: January 22, 2017, 11:36:41 AM »
I see no problem with them tbh. They are more realistic than most other roads I have seen on this game or MC. Even with your "mistake".

I lived in New Orleans for a year, And the roads there looked like they were "planned" by a bunch of drunk teenagers.

The lines going down the roads in some places looked like someone just painted them on by holding a paint brush down from the bed of a pickup truck.

Thanks, it should be easier to make the rest of the roads once I've worked my way around this problem, I just hope tha I don't have to remove all the buildings too because that would be annoying.

"Straight" Roads are very rarely straight. Intersections are rarely squares. I wouldnt worry.

That road gives me a great idea actually, maybe I could try something like that.

Pages: [1] 2 3 ... 5