Search found 27 matches
- Fri Mar 24, 2023 5:24 pm
- Forum: Plug-in Development
- Topic: flagHeldWhenKilled not percise?
- Replies: 1
- Views: 1077
flagHeldWhenKilled not percise?
Hey all, I've noticed a bug on my map Castle Scarwall which several people have brought to my attention. If someone has a flag (lets say Quick Turn), drops it, and then gets shot by another player, the variable "flagHeldWhenKilled" will be "QT". However, in this scenario, the pla...
- Thu Dec 01, 2022 9:02 pm
- Forum: General Map Making Discussions
- Topic: Kicked for moving too fast
- Replies: 1
- Views: 1658
Kicked for moving too fast
Hey all, A lot of players on my map have been experiencing getting kicked for "moving too fast". Oftentimes, this occurs with when someone has the Burrow flag and starts to move. Granted, the speed for BU is cranked up pretty high, but I don't understand why they would get kicked for movin...
- Sun Aug 21, 2022 9:41 pm
- Forum: Plug-in Development
- Topic: Force a spawn
- Replies: 7
- Views: 2716
Re: Force a spawn
Hey, thanks for the reply. I solved this by just setting a timer and giving the flag back after a fraction of a second.
Thanks again,
Grue
Thanks again,
Grue
- Thu Aug 18, 2022 4:48 am
- Forum: Help: Server Setup and Administration
- Topic: Request Global Permission Groups here
- Replies: 357
- Views: 233586
Re: Request Global Permission Groups here
Hi,
Could I please have:
BZGRUE.OWNER
Thanks,
Grue
Could I please have:
BZGRUE.OWNER
Thanks,
Grue
- Mon Aug 15, 2022 5:24 pm
- Forum: Plug-in Development
- Topic: Check if tank is sealed
- Replies: 3
- Views: 1876
Re: Check if tank is sealed
Unfortunately, using crossingWall does not check whether or not tank is completely sealed...
- Mon Aug 15, 2022 4:49 am
- Forum: Plug-in Development
- Topic: Check if valid spawn point
- Replies: 7
- Views: 2368
Re: Check if valid spawn point
There's one terrible work-around for this, have some sort of converter made for the map to find all the objects and create a zone for the "object" in question. Now simply check if the the spawn point is within a "zone" and if it is, it isn't a valid spawn point, in other words, ...
- Sun Aug 14, 2022 8:52 pm
- Forum: Plug-in Development
- Topic: Check if tank is sealed
- Replies: 3
- Views: 1876
Check if tank is sealed
Hey folks,
How can I tell if a tank is sealed?
Grue
How can I tell if a tank is sealed?
Grue
- Sun Aug 14, 2022 8:12 pm
- Forum: Plug-in Development
- Topic: Check if valid spawn point
- Replies: 7
- Views: 2368
Re: Check if valid spawn point
Well, there's several problems with this. a) I have a point, and I want to check whether or not the player can spawn there b) If that point is in the air, that's fine, I would still like them to spawn there bz_getSpawnPointWithin and bz_getStandardSpawn both generate random spawn points which is not...
- Sun Aug 14, 2022 5:25 pm
- Forum: Plug-in Development
- Topic: Check if valid spawn point
- Replies: 7
- Views: 2368
Check if valid spawn point
Hey all,
How do I check if a single float[3] is a valid spawn point?
I know I can do the getSpawnPointWithin for a zone, but don't want to use zones in this case.
Thanks,
Grue
How do I check if a single float[3] is a valid spawn point?
I know I can do the getSpawnPointWithin for a zone, but don't want to use zones in this case.
Thanks,
Grue
- Sun Aug 14, 2022 4:25 pm
- Forum: Plug-in Development
- Topic: Force a spawn
- Replies: 7
- Views: 2716
Re: Force a spawn
Hmm alright another question on this matter... I'm trying to give the player a flag immediately after they get killed and spawn back in. I kill the player using bz_killPlayer, then use the playerAlive function to spawn them back in. Right after they spawn back in, I'm trying to give them a flag in t...
- Sun Aug 14, 2022 3:55 pm
- Forum: Plug-in Development
- Topic: Force a spawn
- Replies: 7
- Views: 2716
Re: Force a spawn
That did the trick! Thanks so much!
Grue
Grue
- Sat Aug 13, 2022 5:17 pm
- Forum: Plug-in Development
- Topic: Force a spawn
- Replies: 7
- Views: 2716
Force a spawn
Hey all, I was wondering how I could force a player to spawn, if possible. So if the player is dead, I would like the ability for a flag to make them spawn. I've seen this ability on a few other worlds, so I'm wondering how they might have done it. I tried playerRecord->spawned = true, but that didn...
- Wed Aug 10, 2022 6:37 pm
- Forum: Help: Server Setup and Administration
- Topic: Request Global Permission Groups here
- Replies: 357
- Views: 233586
Re: Request Global Permission Groups here
Hi,
Could I please have:
BZGRUE.ADMIN
Thanks,
Grue
Could I please have:
BZGRUE.ADMIN
Thanks,
Grue
- Fri Jul 29, 2022 9:26 pm
- Forum: General Map Making Discussions
- Topic: Flag drops on a higher level problem
- Replies: 2
- Views: 1879
Re: Flag drops on a higher level problem
That worked!
Thanks,
Grue
Thanks,
Grue
- Thu Jul 28, 2022 9:57 pm
- Forum: General Map Making Discussions
- Topic: Flag drops on a higher level problem
- Replies: 2
- Views: 1879
Flag drops on a higher level problem
Hey all, So I have an issue... not sure if this is a server setting or if I'll have to write a plugin. When I drop a flag on my world, the flag flies up in the air, and then will land on the platform directly above me if I'm under a platform. This is quite problematic, as my base to cap is up high, ...
- Thu Jul 14, 2022 2:18 am
- Forum: Help: Map Making
- Topic: Removing certain type of flag not working
- Replies: 2
- Views: 1752
Re: Removing certain type of flag not working
That did it! Thanks again, blast.
Grue
Grue
- Wed Jul 13, 2022 4:03 pm
- Forum: Help: Map Making
- Topic: Removing certain type of flag not working
- Replies: 2
- Views: 1752
Removing certain type of flag not working
Hey folks,
I've come across an issue while map making: I'm trying to remove the Oscillation Overthruster flag.
My current code looks like this:
+f good
+s 150
-f OO
But for some reason I still get the OO flag. Any ideas?
Grue
I've come across an issue while map making: I'm trying to remove the Oscillation Overthruster flag.
My current code looks like this:
+f good
+s 150
-f OO
But for some reason I still get the OO flag. Any ideas?
Grue
- Wed Jul 13, 2022 4:00 pm
- Forum: Help: Map Making
- Topic: Uploading textures to images.bzflag.org
- Replies: 2
- Views: 1739
Uploading textures to images.bzflag.org
Hey all, I just uploaded a few textures to images.bzflag.org/submitimages, and when I finished, I got the message saying "waiting for evaluation" or something like that. When will I know when my images are ready for use? Will a notif be sent to my email, or should I regularly check to see ...
- Fri Jul 08, 2022 9:47 pm
- Forum: Plug-in Development
- Topic: Plugin include custom header file
- Replies: 2
- Views: 1987
Plugin include custom header file
Hey all, So I've been trying to use allejo's really handy plugin, the bztoolkit, which can be found here: https://github.com/allejo/bztoolkit I've been having a few issues with getting it working, and I think it stems from some misunderstanding I have with referencing .h files. In allejo's documenta...
- Fri Jul 08, 2022 8:12 pm
- Forum: Plug-in Development
- Topic: Bizarre ApiString comparison error
- Replies: 3
- Views: 2092
Re: Bizarre ApiString comparison error
Wow, thank you so much!
That was my error. For the fix, I made a quick non-constant variable and assigned the constant value to it, and then just used the variable.
Thanks again,
Grue
That was my error. For the fix, I made a quick non-constant variable and assigned the constant value to it, and then just used the variable.
Thanks again,
Grue
- Thu Jul 07, 2022 2:36 am
- Forum: Plug-in Development
- Topic: Bizarre ApiString comparison error
- Replies: 3
- Views: 2092
Bizarre ApiString comparison error
Hey all, So I've run into the most bizarre issue while trying to make a mod... 1. bz_PlayerDieEventData_V1 *data1 = static_cast<bz_PlayerDieEventData_V1 *>(ed); 2. bz_FlagGrabbedEventData_V1 *data2 = static_cast<bz_FlagGrabbedEventData_V1 *>(ed); 3. if (data1->flagKilledWith == "GK") {} 4....
- Thu Jul 07, 2022 2:25 am
- Forum: Plug-in Development
- Topic: Change world weapon shock wave size
- Replies: 5
- Views: 2069
Re: Change world weapon shock wave size
That's really weird, because I tried that exact thing before I posted this lol, but it didn't have any effect...
Are you running an older version of bzflag or some other mod? I'm not sure why it wouldn't work for me.
Grue
Are you running an older version of bzflag or some other mod? I'm not sure why it wouldn't work for me.
Grue
- Sun Jul 03, 2022 11:52 pm
- Forum: Plug-in Development
- Topic: Change world weapon shock wave size
- Replies: 5
- Views: 2069
Re: Change world weapon shock wave size
Zehra,
First off, oops... I see that I accidentally posted this under my sister's account lol.
Secondly, thank you for your reply. I doubt I have the knowledge to bypass the API or modify BZFS, so I'll likely use one of your alternative options you suggested.
Thanks again,
Grue
First off, oops... I see that I accidentally posted this under my sister's account lol.
Secondly, thank you for your reply. I doubt I have the knowledge to bypass the API or modify BZFS, so I'll likely use one of your alternative options you suggested.
Thanks again,
Grue
- Wed Jun 22, 2022 5:18 pm
- Forum: Plug-in Development
- Topic: Referencing one plugin from another
- Replies: 3
- Views: 2439
Referencing one plugin from another
Hey all, I'm trying to make one plugin that contains a bunch of functions that are run continuously throughout the game and trigger at random points, and then make another plugin that references a few of those functions from the first plugin. Is there any way to #include one plugin into the other? I...
- Tue Jun 21, 2022 3:20 pm
- Forum: Plug-in Development
- Topic: Shot location
- Replies: 6
- Views: 2198
Re: Shot location
Thanks so much for the help! I got grenade working pretty nice, I decided to just do away with trying to end those PZ shots early, but everything else works flawlessly. I used your suggestion on storing the grenade's location per player and using the shot's speed and such to predict where those PZ s...