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Topics - Stratofortress

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46
Modification Help / Creating a light?
« on: June 02, 2009, 02:22:19 AM »
Should this be working? It doesn't for me
Code: [Select]
function RocketlauncherProjectile::onCollision(%this, %obj, %col)
{
%l = new (fxlight)() 
   {


                  Position  = %pos;
          LightOn = true;
radius = 30;
brightness = 30;
color = "1 0.5 0 1";

flareOn = true;
flarebitmap = "base/lighting/corona2";
NearSize = 30;
FarSize = 30;

     };
MissionCleanup.add(%l);
}

47
Modification Help / Theta problems
« on: May 31, 2009, 11:03:31 PM »
For some reason the theta min doesn't work. I'm trying to make a ring that expands but it make a semi circle. Can anyone help?
Code: [Select]
datablock ParticleData(FunnelTrailParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.0;
inheritedVelFactor   = 0.15;
constantAcceleration = 0.0;
lifetimeMS           = 30000;
lifetimeVarianceMS   = 30000;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -150.0;
spinRandomMax = 150.0;
colors[0]     = "1.0 1.0 0.0 0.4";
colors[1]     = "1.0 0.2 0.0 0.5";
   colors[2]     = "0.20 0.20 0.20 0.3";
   colors[3]     = "0.0 0.0 0.0 0.0";

sizes[0]      = 10.25;
sizes[1]      = 20.85;
   sizes[2]      = 15.35;
  sizes[3]      = 10.05;

   times[0] = 0.0;
   times[1] = 0.05;
   times[2] = 0.3;
   times[3] = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(FunnelTrailEmitter)
{

      lifetimeMS = 4000; 
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0.25;
   velocityVariance = 0.0;
   ejectionOffset   = 10.0;
   thetaMin = 22.5;//-------------------------WHY ISNT THIS WORKING!!!!!!
   thetaMax = 22.6;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "FunnelTrailParticle";


};

48
Games / L4D survival times?
« on: May 31, 2009, 12:45:15 AM »
Just broke my record today 34m 32s in The Drains in death toll

Proof

anyone got higher? post proof also :D

49
Off Topic / lolscamfail
« on: May 22, 2009, 09:46:53 PM »
Cog "~{Le Pignon}~" Ω: Hey mate, wanna join my clan? free admin + rcon etc, just go to cssworldlevel.uk.tp and ur in OK?!
Stratofortress: are you cog spartan?
Cog "~{Le Pignon}~" Ω: ye
Stratofortress: sure
Cog "~{Le Pignon}~" Ω: k go ok?
Cog "~{Le Pignon}~" Ω: OK?
Stratofortress: dont like regestering
Cog "~{Le Pignon}~" Ω: u dont have to
Cog "~{Le Pignon}~" Ω: just login with ur steam acc
Stratofortress: this looks liek a scam
Cog "~{Le Pignon}~" Ω: hell no dude
Stratofortress: the captions on the bottom arnt even real
Cog "~{Le Pignon}~" Ω is now Offline.


lol

If you click on the link, it goes to a steam hacking site. Notice the captions.

50
Add-Ons / UH-60 Blackhawk
« on: May 22, 2009, 12:15:11 AM »
Blackhawk
Get to the chopper people!

Description
UH-60 Blackhawk Helicopter

- Sound FX(credit to L4D)
- Rotor Animations
- 8 Mount points
- roosterpit Textures

Note: This vehicle uses the FlyingVehicleData which is the same data used in the Magic Carpet. This means that the vehicle still will have bad collision.
Note 2: THIS IS NOT AN AIRPLANE.
Dont pull up too much.
A and D will veer the helicopter to the left or right.

Screenshots

Download
vehicle_blackhawk.zip (Last Updated: Thu May 21, 2009 8:24 pm)

Installation
Put vehicle_blackhawk.zip into the Add-Ons folder in your Blockland folder.

Click Here to view this file on the RTB Download Manager

51
Add-Ons / New Weapon: Flintlocks
« on: May 07, 2009, 06:40:25 PM »
Flintlocks
Arg, wet powder... We can still use em as clubs!

Description
An antique gun from the 1700s.


Custom CI, Icons, animations, sound.

Note: A previous flintlock has been made before so I named the shapefile flintlock3.dts
Note2: Comes with single and dual pistols.
Screenshots

Download
Weapon_Flintlock.zip (Last Updated: Thu May 07, 2009 2:39 pm)

Installation
Put Weapon_Flintlock.zip into the Add-Ons folder in your Blockland folder.

Click Here to view this file on the RTB Download Manager

52
Modification Help / Kill message wont show up?
« on: May 03, 2009, 12:50:57 PM »
For some reason, the kill message wont come up when a player is killed by the continuous damage script.

Code: [Select]
function MolotovroostertailProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
   %player = %obj;
   %client = %obj.client;
 if(isObject(%player.client.minigame))
{

   continuousDamage(%obj,%pos,%this.damageRadius,%this.radiusDamage,"molotovfire",0,10000);
}
return;

}

function continuousDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse,%duration)
{


radiusDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse);
if (%duration<0) return;
schedule(200,0,"continuousDamage",%sourceObject, %position, %radius, %damage, "molotovfire", %impulse,%duration-500);

}

I have the
   radiusDamageType  = $DamageType::Molotovfire;
in the projectile data already.

53
Modification Help / Checking if player is in minigame?
« on: May 01, 2009, 05:07:36 PM »
How would I make this script check if the player is in minigame for it to be damaged?

Code: [Select]
function fireProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
  echo("test");
   continuousDamage(%obj,%pos,%this.damageRadius,%this.radiusDamage,"Fire",0,10000);
}

54
Modification Help / V11 particle problems...
« on: April 26, 2009, 11:22:07 PM »
Sence v8, I have been using a particle for my weapon. But when I ported the weapon to v11, the particles dont work. I think it has something to do with alpha color but donno.
Code: [Select]
datablock ParticleData(garandSparks)
{
   dragCoefficient      = 1;
   gravityCoefficient   = 0.0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 300;
   lifetimeVarianceMS   = 0;
   textureName          = "./spark00";
   colors[0]     = "0.56 0.36 0.26 1.0";
   colors[1]     = "0.56 0.36 0.26 1.0";
   colors[2]     = "1.0 0.36 0.26 0.0";
   sizes[0]      = 0.6;
   sizes[1]      = 0.2;
   sizes[2]      = 0.05;
   times[0]      = 0.0;
   times[1]      = 0.2;
   times[2]      = 1.0;

};

datablock ParticleEmitterData(garandSparkEmitter)
{
   ejectionPeriodMS = 4;
   periodVarianceMS = 0;
   ejectionVelocity = 4;
   velocityVariance = 2.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 50;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvances = false;
   orientParticles  = true;
   lifetimeMS       = 100;
   particles = "garandSparks";
};
Heres the particle

55
Drama / Re: Khorde's Avatar...
« on: April 26, 2009, 09:36:30 PM »
If you may remember, I made fun of Khorde's old avatar.
http://forum.blockland.us/index.php?topic=56132.0(not original but close enough)
Quote from: Aaglo

Now,


remove the 2 arms and face and it can change its meaning.

56
Suggestions & Requests / Server Output Events?
« on: April 26, 2009, 12:33:43 AM »
I was wondering if someone can make some server output events for host only. Like reset minigame, or clear all vehicles.

57
Modification Help / Continuous Radius Damage help
« on: April 25, 2009, 07:29:30 PM »
I'm having problems with a script. It should be damaging a player when it goes into the radiusdamage but when the projectile explodes and the player isn't in the radius damage area, it doesn't work.

Code: [Select]
function MolotovroostertailProjectile::radiusDamage(%this, %obj, %col, %distanceFactor, %pos, %damageAmt)
{
   //validate distance factor
   if(%distanceFactor <= 0)
      return;
   else if(%distanceFactor > 1)
      %distanceFactor = 1;

   %damageAmt *= %distanceFactor;

   if(%damageAmt)
   {
      //use default damage type if no damage type is given
      %damageType = $DamageType::Radius;
      if(%this.RadiusDamageType)
         %damageType = %this.RadiusDamageType;

      %col.damage(%obj, %pos, %damageAmt, %damageType);
  echo("test");
   continuousDamage(%obj,%pos,%this.damageRadius,%this.radiusDamage,"Fire",0,20000);
      //burn the player?
      if(%this.explosion.playerBurnTime > 0)
      {
         if(%col.getType() & ($TypeMasks::PlayerObjectType | $TypeMasks::CorpseObjectType))
         {
            //check for vehicle protection from burning
            %doBurn = true;
            if(%col.isMounted())
            {
               %mountData = %col.getObjectMount().getDataBlock();
               if(%mountData.protectPassengersBurn)
                  %doBurn = false;
            }

            if(%doBurn)
               %col.burn(%this.explosion.playerBurnTime * %distanceFactor);
         } 
      }
   }
}
function continuousDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse,%duration)
{
radiusDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse);
if (%duration<0) return;
schedule(500,0,"continuousDamage",%sourceObject, %position, %radius, %damage, %damageType, %impulse,%duration-500);
}
Can anyone help?

58
Games / Pirates Vs. Ninjas Dodgeball
« on: April 14, 2009, 01:22:38 AM »
Lol they made a game about this.
http://www.youtube.com/watch?v=UktkPktF5tU Commin out on the Wii D:

59
Modification Help / Dumb Datablocks...
« on: April 09, 2009, 07:06:29 PM »
I have a vehicle with a script that makes the vehicle explode when it flys into a wall. There's sapose to be a emitter that shows but it doesn't. I looked in the console and it says

Code: [Select]
Loading Add-On: Vehicle_Spitfire (CRC:-804758610)
Executing Add-Ons/Vehicle_Spitfire/server.cs.
Executing Add-Ons/Vehicle_Spitfire/Vehicle_Spitfire.cs.
Object 'SpitfireFinalExplosion' is not a member of the 'ExplosionData' data block class
Executing Add-Ons/Vehicle_Spitfire/support_shootonclick.cs.
Activating package: shootonclickspitfire_Pack
14 datablocks added.

But the .cs has a SpitfireFinalExplosion datablock in there already but for some reason it wont show up.

60
Modification Help / Parachute?
« on: April 02, 2009, 12:27:48 AM »
Does anyone still have the parachute mod? Mine died around v8 and I was wondering if someone can post a link for it.

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