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Topics - Cyanian

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16
Games / Call of Duty: Black Ops Megathread |-*OUT brotherz!*-|
« on: November 02, 2010, 09:00:27 PM »

-About-
Call of Duty: Black Ops is the seventh installment to the Call Of Duty franchise and series. Black Ops is a first-person shooter video game developed by Treyarch, published by Activision and due for release on November 9, 2010 for Microsoft Windows, Xbox 360, PlayStation 3, Wii, and Nintendo DS. The game is set during the Cold War era which is around the 1960's.

-New Things-
Black Ops isn't just another Call of Duty. So many new features have been thrust upon it, it mine as well not even be part of the series. Most people say "It's just an aim and shoot game." My response to that would be "Aren't all first person shooters?" Some new things would be CodPoints (cP) which are used as a currency to buy attachments, weapons, perks, equipment, emblems, and other things. Black Ops is going to be the most customizable Call of Duty to date.

You can customize red dot sight recticles and put your clan tag onto your gun as if it was engraved. You may used an editor emblem in game similar to that of Paint.net.
 This section will be updated with more things in the near future.

-Videos-
Launch Trailer
Mutiplayer Overview
World Premier
World Premier Eminem Remix
Wager Matches
Single Player Trailer
Customization Trailer
Prestige Edition
Surprise Attack

-Zombies-
Zombies has indeed been confirmed to be in Call of Duty: Black Ops. It will be set in the Pentagon and you can play as either John F. Kennedy, Fidel Castro, Richard Nixon, or some other dude nobody gives a damn about.

-Random Facts-
  • There are 15 prestiges, 50 levels in each.
  • There is a map called Nuketown which is a town designed for nuked testing similar to one in Indiana Jones and at the end of every game on that map there is a nuke
  • You can follow JD_2020 on twitter and he releases a fact or 2 every couple days at the least
  • Black Ops is supposively the stealthiest Call of Duty game to date
  • Black Ops is mainly Campaign based unlike other games in the Call of Duty franchise but it still has many great features added in Multiplayer
  • There is no Tactical Nuke or Commando Pro in Black Ops unlike in Modern Warfare 2.
  • The hardened edition of the game comes with a sturdy metal casing, 4 of the zombie maps from Call of Duty: World at war, and a developers artistry booklet
  • The prestige edition comes with everything mentioned in the hardened edition and a RC Car with a camera and audio feature allowing you to hear and see what the RC sees through your remote control.

Call of Duty: Black Ops Countdown
More information coming soon!

17
Off Topic / Most posts in the shortest amount of time?
« on: September 10, 2010, 04:33:08 PM »
Well, after seeing Roknrollwill's "How Well Well-Known is the Above User" topic reach 100 replies in about a half an hour, I wondered.

What is the most amount of posts made in the shortest amount of time?

18
Games / Call of Duty: Black Ops = Reveal
« on: September 01, 2010, 10:33:53 PM »
There is currently a Black Ops huge private revealing only for reporters and critics and other specail people. It is being held at the Los Angelas Science Center. They are currently showcasing now in a randomly chosen room (although the whole center was rented out) and NO videos or any recordings are aloud.

The developers themselves are video recording and will post on Callofduty.com in a week or so.


Anyways, it just so happens I was able to get on the only livestream that is posting pictures from their phone.


Pictures: http://www.4shared.com/file/aWhZOfNu/BlackOpsImages.html




Some info I gathered:

  • You gain money, called COD Points, instead of level points.
  • This is used as a currency to buy guns, equipment, etc.
  • You will be able to bet CP (COD Points) on matches. (you bet via team)
  • You can customize your outfit in a way like Rainbow Six Vegas 2
  • There is a mode where you can gain CP in multiplayer maps, but not online, the maps are filled with bots
  • A new trailer will be released on Xbox Live MarketPlace on the Theatre (Like Halo 3's threatre ie view your matchs in an editting environment
  • More info coming tomorrow!

19
Off Topic / My cat
« on: August 24, 2010, 10:37:15 PM »
My cat has been chasing his tail for the past hour.

He grabs it. Then right when he is about to bite it flies away.

It's hilarious, he stares at it, then the tail starts moving like a snake.

Picture:

His name is garfield

20
Off Topic / My Gaming Build
« on: August 24, 2010, 07:16:14 PM »
My goal is to build a high end gaming PC.

I have been researching a lot lately to find the best parts.
I will be buying the parts one after another, building it slowly and posting pictures and updating here.


I am about to buy my case in 5 minutes. My case will be the Antec Twelve Hundred. It is 159.99 and looks great and has great reviews. What I was looking for here was a steel case with great ventilation. This case comes with that and more. It has 5 120mm blue LED fans, 3 in front and 2 in back. Then one large 200mm blue LED fan on the top. Each fan has an adjustable knob for Hi, medium, and low speeds. It also has 2 extra 120mm fan slots on the side next to the side panel that you can use if you buy 2 more fans. This is one hell of a case and I'd like to hear what you guys think about it.

My CPU will be the Intel Core i7-930 Bloomfield 2.8GHz LGA1366 130W Quad-Core. I chose this over the faster Core i7-870 2.9GHz LGA1156 mainly because of the LGA platform. As you may or many not know, Intel is coming out with a new series around January 11' and those will be 1366 based, and I'd like to be able to upgrade to one of those instead of having to buy a whole new motherboard. Plus, I can always overclock.

My video card chosen was the GeForce GTX 470 1280MB. I was originally going to buy the 1 Gig 460, until I found out it only supports Dual-SLI. I am disappointed in that because instead of replacing my things, I like to add on to them. Now, the 470 does indeed support 3 way-SLI, which I means I can buy one now. Then in 2 months get another, and in another 2 months get another. I better make sure I have the power supply though. Which I do, which I will explain what power supply I am getting later.

I chose 4 Gig's or RAM which I will explain later as well. I currently only want 4 gigs and I plan and eventually keep buying more until I reach my maximum of 24 Gig's. For no reason, just because it's cool.

I will update with my hard drives, power supply, and motherboard tomorrow.


I'd really like to hear some comments from you guys. I know some of you are real computer savvy as I am. So I'd like to hear from you intellectual badasses out there.

tldr; version: I build computer. It let me play games. Monies.

21
Off Topic / Brain Issues/ uncontrolable trauma/I have no idea
« on: August 10, 2010, 09:43:55 PM »
When I was younger 8-12. I would have night terrors.

These were like nightmars, except I would wake up screaming involuntarily and continuously until I was either calmed, Or fell back asleep. I would see things inhuman. Shadows that would jump upon my sister and rip her apart, etc. This scared me almost permanently. Recently though, well about a year or 2 ago. I stopped having these night terrors. My mom was greatly relieved as was I.

Just about 2 days ago, I was bored, laying in my bed. When I started to have the same thoughts and feelings as I did in my night terrors. Although, I hadn't fallen asleep. My mind started to rapidly think, and I started to have REM. Which is random eye movement. I felt extremely insane, and I started punching my pillow. I started to walk out of my room. Although, with what was happening, walking felt like running. Fastly. This caused me to react by actually running. I started to babble, or say random things. But with my mind, talking felt like screaming. Causing me to scream.

I ran into the wall, before running upstairs. I ran into my moms room, and sat on her bed. I balled up in the fetal position and starting babbling. I then fell asleep. When I awoke my sister and mother were sitting next to me, asking if i was ok. I replied with yes. I was fine. I wanted to go downstairs, So I asked my mother to walk with me, as I was walking downstairs I looked to my right. There was a large hole in the wall from when I ran into it. We went into my room. There was a large hole in my pillow and feathers all over my room. From when I had bitten it. I sat down.

My mother talked to me about what happened. I couldn't believe it. But the hole in my pillow was rather convincing. I laid down, and fell asleep.

This story was not exaggerated nor made up in any way.

/discuss

22
Modification Help / Bullet velocity
« on: August 06, 2010, 10:23:44 PM »
Well, I took at look at Kajes sniper and it's velocity is 2000.

But when I try to make my veolcity that high the blockland script sais it can only be from 0-200.

How to make velocity higher?

23
Drama / Starwarsfreak- I make add-ons and ignore everyone
« on: August 05, 2010, 04:35:54 PM »
Starwarsfreak.

He is a rather new modeler, who is releasing add-ons that are low qaulity. Even though everyone keeps telling him to stop and get a little more experience, He completely ignores them and continues to make his stuff.

Type 100
His WW2 Pack
Thompson M1A1

His models aren't that bad. Well, they are bad, and need a lot a of help. He in general needs a lot of help. All of his weapons have no shading whatsoever. He also has yet to make a weapon without both hands on the model. This is just overdone.


The real gun has the clip on the side.
It is shaded.
It has brown also, (Look on the stock)
All Blender models are basically made of cubes, stop flaming me and stay out of my posts.
Owned.
This just makes me want to burn him on national TV.
Really, he needs more experience.

24
Off Topic / The Computer Topic
« on: August 04, 2010, 02:20:04 PM »
Notice: When you click on my links, An ad will pop up. Don't worry, Just click the Skip Ad button at the top right of the ad and it will take you right to the link.

referral links removed

25
Add-Ons / Cyanian's add-ons (Looking for a mighty fine scripter)
« on: July 13, 2010, 01:53:54 PM »
Throughout the life of this topic I will try to make add-ons that are enjoyable and fun. You may suggest updates/ other add-ons I should make here. I hope you enjoy.

Downloads:

Supersuit: Version 1

     This Supersuit is an armor-type add-on that you apply to yourself by clicking in your hand once received. Once clicked it will appear on your body and from then on deflect 75% of damage until taken off which is done by clicking again.

Scripted by Munk.

Updates to come:
More colors
Red transparent view when armor is applied
and more

Pictures:




Download:
Click here to download Item_SuperSuit
Total download count: 1500 As of 11/25/10 3:36 PM EST



AWP: Version 1

     The AWP is a military sniper that has a roostering animation and scope-ability. You may ask, But hasn't both hands on a gun been done way to much and is overused? I would reply with yes. This sniper gives you a cool little message on your screen when you get a headshot.

Scripted by Munk.

Current features:
Scope-ability
roostering animation
Headshot
+More

Updates to come:
Reloading

Pictures:



Download:
Click here to download Weapon_AWP
Total download count: 1000 As of 11/25/10 3:37 PM EST


Add-ons to come:
Shotty
Rockeet
Flyswatter
Plus more+

26
Modification Help / Whats wrong with this script?
« on: July 10, 2010, 02:44:58 PM »
Well when I put it on it works fine but then as soon as I take it off it crashes me.

Why?

Code: [Select]
datablock ItemData(SuperSuitItem)
{
category = "Item";  // Mission editor category

equipment = true;

//its already a member of item namespace so dont break it
//className = "Item"; // For inventory system

// Basic Item Properties
shapeFile = "./SuperSuit.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "SuperSuit";
iconName = "./SuperSuit";
doColorShift = false;
colorShiftColor = "0.200 0.200 0.200 1.000";

// Dynamic properties defined by the scripts
image = SuperSuit1Image;
canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(SuperSuit1Image)
{
   // Basic Item properties
   shapeFile = "base/data/shapes/empty.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0.13 0.2 -0.8";
   rotation = eulerToMatrix("0 0 0");
   eyeOffset = "0.13 0.2 -0.8";
   eyeRotation = eulerToMatrix("0 0 0");

   doColorShift = true;
colorShiftColor = SuperSuitItem.colorShiftColor;
   

   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off. 
   correctMuzzleVector = false;

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "ToolImage";

   // Projectile && Ammo.
   item = SuperSuitItem;

   //melee particles shoot from eye node for consistancy
   melee = true;
   //raise your arm up or not
   armReady = false;

   doColorShift = true;
   colorShiftColor = SuperSuitItem.colorShiftColor; //"0.200 0.200 0.200 1.000";

   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.

   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.5;
stateTransitionOnTimeout[0]       = "Ready";


stateName[1]                     = "Ready";
stateScript[1]                  = "onUse";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;


stateName[2]                    = "Fire";
stateTransitionOnTriggerUp[2] = "Ready";
stateScript[2]                  = "onFire";
};

datablock ShapeBaseImageData(SSArmor1Image)
{
   // Basic Item properties
   shapeFile = "./empty.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = 0; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix("0 0 0");
   eyeRotation = eulerToMatrix("0 0 0");

   doColorShift = False;
colorShiftColor = SuperSuitItem.colorShiftColor;
   

   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off. 
   correctMuzzleVector = false;

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "ToolImage";

   // Projectile && Ammo.
   item = SuperSuitItem;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;


   doColorShift = true;
   colorShiftColor = SuperSuitItem.colorShiftColor; //"0.200 0.200 0.200 1.000";

   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.

   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.5;
stateTransitionOnTimeout[0]       = "Ready";

stateName[1]                     = "Ready";
};

datablock ShapeBaseImageData(SuperSuit2Image)
{
   // Basic Item properties
   shapeFile = "./SuperSuit.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 2;
   offset = "0 0.05 -0.5";
   rotation = eulerToMatrix("0 0 0");
   eyeOffset = "0.65 1 5.1";
   eyeRotation = eulerToMatrix("0 0 0");

   doColorShift = true;
colorShiftColor = SuperSuitItem.colorShiftColor;
   

   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off. 
   correctMuzzleVector = false;

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "ToolImage";

   // Projectile && Ammo.
   item = SuperSuitItem;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = false;

   doColorShift = true;
   colorShiftColor = SuperSuitItem.colorShiftColor; //"0.200 0.200 0.200 1.000";

   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.

   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.5;
stateTransitionOnTimeout[0]       = "Ready";

stateName[1]                     = "Ready";
};

//called when you click with it on.
function SuperSuit1Image::onFire(%this, %obj, %slot)
{
%client = %obj.client;
if(%client.player.SSArmoron == 0)
{
//set your datablock to parachuting
//%client.player.setDataBlock("PlayerSuperSuit");
//hide any backpack items if you are wearing them
%obj.hidenode(cape);
%obj.hidenode(pack);
%obj.hidenode(quiver);
%obj.hidenode(tank);
%obj.hidenode(armor);
%obj.hidenode(bucket);
          %obj.client.centerPrint("\c6You put on the Super Suit.",3);
//mount the Body Armor and unmount the un-Body Armoring Armor (confusing, I know)
%client.player.unmountimage(2);
%client.player.mountimage(SuperSuit2image, 2);
%client.player.SSArmoron = 1;
}else{
%client.player.SSArmoron = 0;
//reset your datablock
//if(!isObject(%client.minigame))
//{
// %client.player.setDataBlock("PlayerStandardArmor");
//}else{
// %client.player.setdatablock(%client.minigame.playerDatablock);
//}
//unmount the Armor
%client.player.unmountimage(2);
//Re-mount the FakeArmor
%client.player.mountImage(SuperSuit1Image, 2);
//and rehide this stuff here
%obj.hidenode(cape);
%obj.hidenode(pack);
%obj.hidenode(quiver);
%obj.hidenode(tank);
%obj.hidenode(armor);
%obj.hidenode(bucket);
          %obj.client.centerPrint("\c6You took off the Super Suit.",3);
}
}

//Old method
//Armor Player datablock
//datablock PlayerData(PlayerSuperSuit : PlayerStandardArmor)
//{
// canJet = 0;
//    maxDamage = 150;
// uiname = "SuperSuit Player";
//};

//mounts the Armor when you equip it
function SSArmor1image::onMount(%this,%user)
{
%user.playthread(1,root);
if(%user.SSArmoron)
{
return;
}

%user.mountimage(SuperSuit1image, 2);
%obj = %user;
%obj.hidenode(cape);
%obj.hidenode(pack);
%obj.hidenode(quiver);
%obj.hidenode(tank);
%obj.hidenode(armor);
%obj.hidenode(bucket);
}

function SuperSuit1image::onUnMount(%this,%user)
{
if(%user.SSArmoron)
{
return;
}
%user.unmountimage(2);
%user.client.applybodyparts();
}

package SSArmord
{
   function Armor::damage(%this, %obj, %sourceObject, %position, %damage, %damageType)
   {
      if(%obj.SSArmorOn)
      {
         %damage *= 0.25; //Half the damage
      }
      Parent::damage(%this, %obj, %sourceObject, %position, %damage, %damageType);
   }
};
activatePackage(SSArmord);
     



28
Off Topic / Silbo: The launguage of whistling.
« on: July 08, 2010, 09:06:58 PM »
http://www.wimp.com/silbolanguage/

This is simply amazing to me. Incredible. I'm astounded by this.

Its like a dream to me. Like an alien language. What are your thoughts?

29
Modification Help / What mounts do you need for armour?
« on: July 05, 2010, 11:19:28 PM »
What mounts are needed for armour? Like Pandans armour? I use blender 3D but that shouldn't matter.

The kind where you click the serperate model of a button then the armour appears on your body.

30
General Discussion / Fourth of July!
« on: July 05, 2010, 12:11:56 AM »
To celebrate the signing of the Decleration of Independance, I hosted a fireworks server.
Pictures:







Hope you enjoyed pictures!

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