I'd suggest just using Windows Explorer - Send to - Compressed (zip) folder. Does the same thing and you don't need to bother with WinZip or 7-zip.
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.
Could also use this, but I don't know the extent of the lag that it could be, but here you goYou should check out the 2D and 3D loop examples in System Scripts.
History [WW] [+1]
Var [WW] = [sysHistory:WW]
Var [LL] = [sysHistory:LL]
HasHistory [WW] [=>] 
History [WW] [delete]
History [LL] [+1]
SetBlock [WW,Y,LL] [block]
It would be like a typewriter. Where it fills 1 line across, then goes back to the start, but the next column over, then repeats.
You can add a var[HH] for height or Y to add vertical blocks, but this is just a fun experiment.
Be warned, I'd expect lag for days. Lol
var [x] [y] [z]
var [size] =  // Cubed Root of 500k is 79.
var [x1] = [x] + [size] - 
var [y1] = [y] + [size] - 
var [z1] = [z] + [size] - 
SetRegion [x,y,z] [x1,y1,z1] [SomeBlock]
// now do the 3D loop
var [x] = [x] + [size]
isvar [x] [>] 
var [z] = [z] + [size]
var [x] = 
isvar [z] [>] 
var [y] = [y] + [size]
var [z] = 
isvar [y] [>] 
Just put them in sequence in the same script:No, It cannot. However, One thing you can do is run multiple fillregion commands at once which will procedurally be run through filling the area.
So assuming your area is less than 707x707, You could just run a bunch of one block high fill commands taking up the large volume.Ok, I'll give that a try, I'll probably use script [name] to link them together.
Duration/Emit FrequencyFor the sake of accuracy I'll just suggest an amendment. You have 4000 particles that you can use for your items, not 500. You can emit 500 new particles every second, but each particle exists for 8 seconds, so there are still 4000 particles on the screen or in existence at any one time. Each particle is in existance for exactly 8 seconds regardless of the duration setting. e.g. if you set duration to 3, the particle still exists for 8 seconds, but will only be visible for 3. So the higher the duration setting, the more efficient the use of particles. e.g. using a duration of 3 and an emit frequency of 0.999 will use roughly 8 times more particles than a duration of 8 and emit frequency of 7.9, or in other words, using an emit frequency of 7.9 is roughly 8 times more efficient than an emit frequency of 0.999, or in other words, using an emit frequency of 7.9 instead of 0.999 will allow you to draw roughly 8 times more items at once.
and keeps each emitter emitting a max of 1 particle out of the 500 you have available most of the time...or some people use a duration of 8 and then sometimes a emit frequency of 7.8 or 7.9,but I've always found those to flicker a lot more and use more particles than needed
here's an idea by CharlesOrbit, Vertical Rotation, Pitch & Yaw, Shape Selector and Texture wrapping could not or were not implemented on Xbox because of RAM restrictions. PC 32bit basically has the same RAM restrictions as 360, so they won't be added to PC 32bit either.
I have canceled the running script but that does not remove the clock but stops it from working and makes it get stuck at whatever time it was at when I cancelled it. So is there a way that this can be done? If not then I may not even bother using the digital clock at all and may as well just delete the script for it.I detect frustration. You know you could remove a lot of that if you got into the habbit of using the in game script documentation. Simply highlight the command in the editor and click the right stick.
I'm not the best scripter, but I would think that this happens if the coordinates you are teleporting to are obstructed so I'm not sure if you added anything new to where you are teleporting the player which may be stopping the script from working like beforeThis is the most likely cause.