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Messages - Keeves

Pages: 1 2 3 [4]
46
Expression 2 (E2) Code / E2 chip Request
« on: August 03, 2015, 05:11:07 pm »
Because my lack of knowledge regarding e2b I am requesting  one.

(I maybe confused with some inputs and outputs.
Input: Start, Distance

Output:  Thrust, Aimmode, Reverse, fire

This is how the e2 should work:
 
Inputs
When (Start) is triggered, it Triggers:

      7 seconds timer that outputs (Aimmode) toggled 7seconds after (Start)

(Distance)

      If (Distance) is greater or equal to 400, it outputs (Thrust) nontoggled.

      If (Distance) is less than 200, it outputs (Reverse)

Output

         (Fire) is toggled outputed if I type "Atk" on chat.
         (Fire) is no longer outputted if I type "Hlt" on chat.



This maybe bit confusing so if you need clarification, please type it in the comments


47
BloxGaming SB3 / Re: New Childboard Idea
« on: August 02, 2015, 09:52:43 pm »
Rain I think you forgot to make it
RAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAIN

48
Expression 2 (E2) Code / Question Regarding this childboard
« on: July 29, 2015, 07:44:48 pm »
Is this Childboard only for putting E2 codes you made or could I use it to request E2s?

49
BloxGaming SB3 / Re: New Childboard Idea
« on: July 29, 2015, 07:43:09 pm »
Rain I think you forgot to make it

50
BloxGaming SB3 / Re: [Poll] Suggestions for Donator Ranks
« on: July 25, 2015, 05:56:40 pm »
What is RTS?


51
BloxGaming SB3 / New Childboard Idea
« on: July 21, 2015, 09:17:19 pm »
Blox, you should make a new child board named something like "Player Creations" where people can post picture and description of their ship, station or other space build creation.


PS. I am still regular user in the forum


Maybe from the creation post, you could choose like ship of the week, which was my idea like few months ago.

52
Legit Reports / Re: Kinniegreen and others
« on: July 21, 2015, 09:12:40 pm »
I'm not sure whether this discussion has ended or not but you shouldn't have kicked him when I was online. It did happen right after I joined the server, but since one of the staff is on, you should have asked me before votekicking.

53
BloxGaming SB3 / Re: Not going to be on the sb3 server for a while
« on: July 01, 2015, 05:07:43 pm »
P.S.3 July 3rd is my birthday, just saying.

54
BloxGaming SB3 / Not going to be on the sb3 server for a while
« on: July 01, 2015, 05:01:53 pm »
Due to the fact that I have fucked up SAT in May, I need time to study over the summer and therefor I wont be on the server for a while. I already told @bloxgate about this but this is just notice for people who doesn't know why I am not on for a while. Also, if you are on my friends list, you may noticed that I am playing CSGO but that is most likely be my friend playing on my account (but I may be playing somethimes).

P.S. I'm currently at Europe right now.
P.S.2 I am willing to trade my Phobos MKI dupe for a csgo skin.

55
General Discussion / New section for Staff application board
« on: May 28, 2015, 06:57:58 pm »
The staff application board looks pretty unorganized so there should be 3 new sections: Accepted Rejected and Pending

56
I would recommand

57
Approved Applications / Re: Admin Application
« on: May 12, 2015, 05:02:09 pm »
He seems like a good guy, he should have his rank back, or at least an admin. It would be better if he was on more often (not saying he rarely comes on).

58
Approved Applications / Re: Staff Application!
« on: April 29, 2015, 05:01:58 pm »
He deserves to become a moderator. He never broke rule, helped other people etc.

59
BloxGaming SB3 / [Code] New pew pew script
« on: February 28, 2015, 08:11:16 pm »

Code: [Select]

local BULLET = {}


-- Important Information
BULLET.Version = 2


-- General Information
BULLET.Name = "Gau-954 Coil Gun"

BULLET.Author = "Keeves"
BULLET.Description = "Fast rate of fire and high accuracy, however, it suffers from high recoil and is encouraged to be used on capital ships"
BULLET.AdminOnly = false
BULLET.SuperAdminOnly = false


-- Appearance
BULLET.Model = "models/combatmodels/tankshell_25mm.mdl"


-- Effects / Sounds
BULLET.FireSound = {"chippy/m134d.wav"}
BULLET.ExplosionSound = nil
BULLET.FireEffect = "muzzleflash"


-- Movement
BULLET.Speed = 900
--BULLET.Gravity = 0.0
BULLET.RecoilForce = 1560
BULLET.Spread = 0.0
BULLET.AffectedBySBGravity = true


-- Damage
BULLET.DamageType = "PointDamage"
BULLET.Damage = 210




-- Reloading/Ammo
BULLET.Reloadtime = 0.02
BULLET.Ammo = 2000
BULLET.AmmoReloadtime = 20


-- Other
BULLET.EnergyPerShot = 80


-- Wire Input (This is called whenever a wire input is changed) (Is run on: Cannon)
function BULLET:WireInput( name, value )
   if (name == "Fire") then
      if (value != 0) then
         self.Firing = true
      else
         self.Firing = false
      end
      if (value != 0 and self.CanFire == true) then
         self.LastFired = CurTime()
         self.CanFire = false
         if WireLib then WireLib.TriggerOutput(self.Entity, "Can Fire", 0) end
      end
   elseif (name == "Reload") then
      if (self.Ammo and self.Ammo > 0 and self.Ammo < self.Bullet.Ammo) then
         if (self.Bullet.Ammo and self.Bullet.Ammo > 0 and self.Bullet.AmmoReloadtime and self.Bullet.AmmoReloadtime > 0) then
            if (value != 0) then
               if (self.Ammo and self.Ammo > 0) then
                  self.Ammo = 0
                  self.LastFired = CurTime() + self.Bullet.Reloadtime
                  self.CanFire = false
                  if WireLib then
                     WireLib.TriggerOutput( self.Entity, "Can Fire", 0)
                     WireLib.TriggerOutput( self.Entity, "Ammo", 0 )
                  end
               end
            end
         end
      end
   end
end


-- Cannon Think (Is run on: Cannon)
function BULLET:CannonThink()
   if (!self.ChargeSound) then self.ChargeSound = CreateSound( self.Entity, "ambient/machines/spin_loop.wav" ) end
   if (!self.ChargeUpTime) then self.ChargeUpTime = 0 end
   if (CurTime() - self.LastFired > self.Bullet.Reloadtime and self.CanFire == false) then -- if you can fire
      if (self.Ammo <= 0 and self.Bullet.Ammo > 0) then -- check for ammo
         -- if we don't have any ammo left...
         if (self.Firing) then -- if you are holding down fire
            -- Sound
            if (self.Bullet.EmptyMagSound and self.SoundTimer and CurTime() > self.SoundTimer) then
               self.SoundTimer = CurTime() + self.Bullet.Reloadtime
               local soundpath = ""
               if (table.Count(self.Bullet.EmptyMagSound) > 1) then
                  soundpath = table.Random(self.Bullet.EmptyMagSound)
               else
                  soundpath = self.Bullet.EmptyMagSound[1]
               end
               self:EmitSound( soundpath )
            end         
         end
         self.CanFire = false
         if WireLib then WireLib.TriggerOutput( self.Entity, "Can Fire", 0) end
         if (CurTime() - self.LastFired > self.Bullet.AmmoReloadtime) then -- check ammo reloadtime
            self.Ammo = self.Bullet.Ammo
            if WireLib then WireLib.TriggerOutput( self.Entity, "Ammo", self.Ammo ) end
            self.CanFire = true
            if (self.Firing) then
               self.LastFired = CurTime()
               self.CanFire = false
            elseif WireLib then
               WireLib.TriggerOutput( self.Entity, "Can Fire", 1)
            end
         end
      else
         -- if we DO have ammo left
         self.CanFire = true
         if (self.Firing) then
            self.LastFired = CurTime()
            self.CanFire = false
            if (self.ChargeUpTime >= 0) then
               self:FireBullet()
            else
               self.ChargeUpTime = self.ChargeUpTime + 5
            end
            if (!self.ChargeSound:IsPlaying()) then
               self.ChargeSound:Play()
            end
            self.ChargeSound:ChangePitch(math.max(self.ChargeUpTime,1),0)
         elseif WireLib then
            WireLib.TriggerOutput( self.Entity, "Can Fire", 1 )
         end
      end
   end
   if (!self.Firing or self.Ammo == 0) then
      if (self.ChargeUpTime > 0) then
         self.ChargeUpTime = self.ChargeUpTime - 2
         self.ChargeSound:ChangePitch(math.max(self.ChargeUpTime,1),0)
      else
         self.ChargeSound:Stop()
      end
   end
   if (self.Bullet.Reloadtime and self.Bullet.Reloadtime < 0.5) then
      -- Run more often!
      self.Entity:NextThink( CurTime() )
      return true
   end
end


function BULLET:OnRemove()
   if (self.ChargeSound:IsPlaying()) then self.ChargeSound:Stop() end
end

pewpew:AddWeapon( BULLET )

60
Rejected / Keeves unban request
« on: January 07, 2015, 07:19:23 pm »
  • IGN: Keeves[88thMC]
  • SteamID: STEAM_0:1:53319032
  • Ban Reason: banned for *causing* a crash twice
  • Why you think we should unban you.  The server crash last night (if this is the crash you banned me for) was not caused by me. I would also want to see the proof from whoever banned me.

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