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Goodly

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Goodly last won the day on August 23

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  1. Copy and paste functionality. Select the area, ctrl + c, ctrl + v to paste into another image. Controls vary per-program, but it's not hard to figure out.
  2. There's no way to automatically "merge" 2 textures. You must use image editing software to put them together into one image, then use that on your model.
  3. Change bedrock (id 7) to collide 0. /os lb edit 7 collide 0 You can also make it look like the edge has nothing with /os env water air /os env bedrock air
  4. Goodly

    /mb Messages

    Use Not Awesome Script to create a series of msg Actions separated by delay Actions in order to time the dialogue. Use the "@nick" token to substitute for your nickname so it appears you are speaking. msg [email protected]: %7Hi! There are 2 commands you need to know to navigate this server: delay 1000 msg [email protected]: %e/main %7to get back to this main map and %e/goto %7to get to other maps. delay 2000 msg [email protected]: %7Try %e/goto info %7for other useful tidbits. delay 1000 If you are on Not Awesome 2, you can use /oss (/help oss) If you're on your own server, you need to install the plugin and then use either /script or /oss
  5. Assuming this is NA2, if you need another world to start a project then just ask staff for a rank-up.
  6. To add to Alex_'s post, if the server has https://github.com/NotAwesome2/Not-Awesome-Script then /mb functionality will be vastly expanded.
  7. 1) Make sure you don't have a custom skin set on the server you're playing on: reset with /skin 2) wait longer
  8. Yes, you can check. Player.appName will be different if they are using webclient compared to standard client. But related to the OP, I don't think there's any way to send a different texture pack with a plugin.
  9. It's been fairly overblown. If you want details this is a good video going over the merger and some other recent Unity events.
  10. Thanks for pointing that out. Added to the guide as well
  11. We will be working with the assumption that your map is named mylevel. If it's not, replace occurances of "mylevel" with your map's name when following this tutorial. You must have server file access to both servers to accomplish this. In order to fully move mylevel to another server you will need: For blocks and zones, mylevel.lvl file in `levels` For blockdefs (custom blocks), if the level only uses local blocks and does not use any globally defined blocks: lvl_mylevel.json in `blockdefs` if the level only uses global blocks: Clone global.json from `blockdefs` and rename it to lvl_mylevel.json before cloning the file to the other server if the level uses both global and local blocks: use ClassiCube to save the level as temp.cw, import it into a server (/help import), then grab lvl_temp.json and rename it to lvl_mylevel.json before cloning that file to the other server this servers the purpose of combining local and global blocks into one blockdef file For blockprops (slab stacking and etc), _mylevel.txt in `blockprops` For message blocks, 1. Extract the messages from the server database with /server backup table Messagesmylevel 2. Messagesmylevel.sql will now be in the root folder of your server. Bring this file to the root folder in the other server. 3. In the other server, use /server import Messagesmylevel For Portals, Repeat the steps for message blocks, but instead of "Messagesmylevel" use "Portalsmylevel" For bots, extra/bots/mylevel.json For all the remaining level properties (env, settings from /map, etc), mylevel.properties in `levels/level properties`
  12. Please reply to your original thread with updates instead of creating new ones.
  13. Yes. While you're on iOS, go to https://www.classicube.net/, login, then hit play.
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