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Topics - PWRBTTN

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Ideas / Text Overlays / Wall Text
« on: February 21, 2018, 02:55:17 AM »
Text Overlays / Wall Text

Working similar to a sign and a decal combined, this would allow you to write on the wall (and potentially in the air, if it works how I imagine it would), and also be able to change font size, and maybe even colour. Placing this on a block would pull up a text box, and we write in it just like a sign, pressing underscore to start a new line. Ideally, text should spread to neighbouring blocks (and even to air blocks, for the illusion of magical text), allowing for invasion of block space which causes the illusion of the world being gridless, which is good for detail when building.

To make this addition even more interesting, this other idea of mine could be added:

This addition has the potential to leave maps with the ancient remnants of cave drawings, insane blood-scrawled ramblings on the walls of asylums, the names of stores printed above their awnings, movie titles on a theatre marquis, or simply even chalk on a chalkboard in a college classroom. The applications are as limitless as build themes are.

Ideas / Alternate Font Support for Signs and Books / Font Support for Mods
« on: February 21, 2018, 02:54:40 AM »
Essentially what it says. Alternate Font Support for Signs and Books, as well as Font Support for Mods.

The ability to choose a font to write in your world with would be great for immersion. This ability, for some, would be allowing medieval worlds to feel medieval with calligraphy and cursive. This ability, for some, would be allowing resourceful players like myself, to fill their worlds with fonts that represent other languages. This ability, for some, would be allowing those who build recreations, to go more in depth. Like if someone were recreating Elder Scrolls III: Morrowind, they'd probably want to write in daedric script, or perhaps dwemer. Innovative or clever players could even use this function, to... say... edit a font, and add bloodstains to the writing in a book, or carved arrows on wooden street signs.

This could even be a complimentary addition to my other idea listed here:

Ideas / Force Input Script Command
« on: February 20, 2018, 07:50:04 PM »
Bam! Double-barreled idea making!

Force Input script command.
A command that forces an input to be activated. Perhaps you use it to keep a certain slot on the hotbar selected.

It could look something like this...

ForceInput [Player|Global] [Input|NoInput] [ShortTap|LongTap|Duration]
Player: activates the input only for the player the script was ran for.
Global: all players receive the same input. This could be applied in interesting ways. Perhaps syncing player movement together for anything from RPG effects to simultaneous cinematic shots.

Input: forces an input to be activated for the decided duration. If no duration is specified, defaults to short tap.
NoInput: temporarily prevents a player from activating a key. If used, [duration] is required, and must be specified.

ShortTap: activates the desired input for the duration of a short tap.
LongTap: activates the desired input for the duration of s long tap.
Duration: enter a number. Input is activated for that length of time in milliseconds.

This could be a powerful tool for anything from cinematic purposes, narrative in-game cutscenes, to forcing a player to move as if under a spell, or whatever.

If you like this idea, take a look at this related one that would make a great combo together:

Ideas / Input Profile Override Script Command and/or World Setting
« on: February 20, 2018, 07:49:42 PM »
Been a while since I posted an idea. Hope this catches on.

Input Profile Override Script Command and/or World Setting.
So, like... a script command or world setting that overrides world visitors' input profiles. An example, remove scrolling or the X/C(I think it's X and C?) usage for scrolling on the hotbar. Using scripts, you could emulate the ever popular MMORPG quick abilities fuction. So you could force it that players are required to use the number keys to activate (equip) abilities (items).

Then, with my other idea, you could force them back to a certain slot on their hotbar. Perhaps a sword.

This override would be temporary, of course. Ending when you leave the world.

OverrideInput [world|player] [action] [input]

I think keys need to be specified in detail. Like... kp6 instead of just 6 (which could be confused with number line 6). Spacebar instead of " ". Seperate with a comma to add more than one input per action. [Default] would return the input to the players' preferred key. [Remove] would entirely remove the usage.

This could also be a way of scrambling or reversing movement controls for RPG effects like the debuffs confusion or temporary insanity. W becomes S, and vice versa. A becomes D, and vice versa.

These changes should not be able to be overridden by the player, likewise, the script should not be able to override the players' pause menu input profile. This way, in case of trolling, players can still leave the world.

General Discussion / Drones
« on: December 25, 2016, 04:20:25 PM »


This is the drone topic.

Here you may discuss your drones.

Feel free to talk about a drone you have, want, or recommend. Post videos or pictures taken of or by your drone. Share tales of your adventures with a drone. Lend tips or request advice regarding flight, repair, or purchase of drones. However, most of all, have fun.

Questions and Answers / Berry Bush Question
« on: December 06, 2016, 11:14:04 PM »
If I disabled things like oranges, cherries, bananas, apples, plums, lemons, limes, olives, and gooseberries... would I be more likely to get a strawberry, or less likely to get anything?

Creative Features / [Scripts] HUDShape Menu
« on: November 28, 2016, 02:46:56 AM »

This menu is a persistent, semi-transparent, blade-based that occupies the far-right 12th of the screen. It's inspired by sci-fi themes. Particularly more Cyberpunk in style, but is a good HUD for, say, cybernetic enhancements.

Y navigated the menu, and B confirms the option. All the options are pretty obvious as to what they do. Except for maybe home. Home basically teleports you to a pre-determined (by you) location. Another side note, inventory opens up a chest. So while you lose functionality of the B and Y button, you gain access to all your necessary tools, and get a bigger inventory. You... also lose the ability to use armour and jewellery, but I found a workaround to negate all negatives of this. By swing the controller (renamed shield badge) you disable the functionality of the menu. You can enable it back by simply swinging the shield badge again.

I can share the script to anyone, but make it soon because at the time of this post, I have a few days left of gold, and may not have gold for another month or so.

Any questions, feel free to ask. Any suggestions, feel free to give them so long as you don't come off as a condescending snob.

Spoiler for Hidden Content:










Displaying the blade

Displaying the blade

Site Suggestions and Bugs / Code to Stop BBCode
« on: November 10, 2016, 07:15:39 AM »
If I want to type out certain scripts, BBCode can occasionally screw things up. Like scripts that declare S as a variable, just as an example. There are other parameters BBCode messes with, too. That one is just fresh on my mind. I'm fairly positive there's a way to do this.

Fun House / This Little Dummy
« on: October 06, 2016, 03:39:55 PM »
This Little Dummy has been living over my porch for 10 days. It's too dumb and slow to catch any bugs. I've watched it lose over 20 bugs that have landed in its web. It thinks it's pretty with its red and brown legs and big ol' bottom. I'll continue to update you all on This Little Dummy's progress. I'm not sure if This Little Dummy is female or not. If so, I'll take pictures of its offspring. I'm not even sure if it'll ever catch enough food to live that long.

Creative Features / [Help Needed] MobState [Move]
« on: September 28, 2016, 03:46:47 PM »
I'm really unsure how to use this. Please help.

Questions and Answers / Slippy Ice
« on: September 27, 2016, 01:44:45 AM »
You can slip when no-clipped into ice... but not when standing on it. Why? I don't understand the point of sliding in no-clip only.

Site Suggestions and Bugs / Max Width On Img For BBC
« on: September 26, 2016, 04:53:29 PM »
You can... um... set the width of an image to... a lot. There should be a limit, if possible...

Ideas / Open/Close Menu Events
« on: September 22, 2016, 10:53:14 PM »
Script events activated upon the opening or closing of a specific menu.

SetEventScript [Menu] [name] [open|close] [blockshop|itemshop|player|furnace|chest|crate|safe|lockedchest|prospect|start|workbench]

Given the time, I could probably think of a use for each combination of parameters.

Ideas / Open Player Inventory Command
« on: September 22, 2016, 10:40:37 PM »
Ideally, you would open the inventory of the player of the relevant context. Be that your target OR yourself. It may sound ridiculous to have a command to access your own inventory, but woth the introduction of ButtonB events, you can't open your own inventory if the event is occupied by a script. There may be a situation where one wants to set it to open their inventory and do something else.

Creative Features / [Help Needed] HUD Animation Efficiency Problem
« on: September 19, 2016, 08:18:38 PM »
The following script lacks efficiency. It is a partial animation using HUDShapes. I need assistance in making it more efficient. Currently, it takes about 80 lines per frame. Everything after 78 is practically a repeat, except for lines 80 and 81. Please help. There are too many lines needed to do what I need at the moment.

Spoiler for Script:

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