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Topics - FrogFreak

Pages: [1] 2 3 4 5
1
Creativity / Froggy made a remix.
« on: September 28, 2012, 03:16:56 PM »
A remix to the classic Command & Conquer soundtrack "Act on Instinct". I grew up on this song as a child and it is quite memorable for me.

Listen on SoundCloud

So, I think I surprised myself with this little number since I'm not necessarily the most musical person on earth. I think it turned out alright though.

A special thank you to Frank Klepacki for the original soundtrack and for the vocal snippet from the EA soundtrack version.

Tell me what you think, plz?

2
General Discussion / Looking for Team Based Game Ideas.
« on: September 23, 2012, 09:11:02 PM »
Howdy, dewds.

Considering that I am currently fortunate enough to have access to a pretty awesome internet service, I've been thinking about hosting a nice team based gamemode. However, I'm not particularly sure what is all the rage in team games right now. I would personally like to do some TDM style games, but, I would like to know what it is you would want to see.

I've added a poll for quick reference, and I have included a special "other" category where you recommend your own special gamemode.

Quick notice, I'm not doing knife TDMs. Save your breath.

3
Off Topic / Level Up!
« on: July 19, 2012, 12:35:31 PM »
I have reached level 18, yay me! So, I guess I'm now an adult, ok... PLAY MORE VIDEO GAMES!



So, I must now go count gray hairs and wrinkles. Then I'm going shopping for a walker!

Also, I can now cast level 8 spells!


4
Modification Help / Crash on Mountimage @ 0 or UnMountImage @ 0.
« on: July 18, 2012, 01:12:48 PM »
I've been fussing with some rather finicky code, trying to get two different images to mount and unmount from the hand mount (mount 0). Basically, I needed an image to mount the player's hand when he unequips a weapon, however, when I set the mountImage or unmountImage's specific mount point, and unequip the weapon, the game crashes instantly.

I've tried mount point 1 and it works just fine, but I want mount 0 used, which I believe will prevent some unwanted aesthetic glitches.

Game crashing code:
Code: [Select]
 %obj.unMountImage(0);
  %obj.mountImage(rocketlauncherImage,0);

Does anyone know a way to fix this issue?

5
Modification Help / Custom Playertype Crashing Certain Clients?
« on: July 07, 2012, 05:38:14 PM »
 I have made a custom playertype for someone who has confirmed to me that any client who does not have this playertype add-on will crash. I've checked to see if I have non existent dsq's in the playertype's script, but it seems that that is not the case. I'm not exactly sure what to do with this. I'm sure that it is possible to have playertypes that a client does not have and still be able to play, as is the case with playertypes like Bushido's boss on his server.

Does anyone have any potential solutions to this issue?

6
Modification Help / Custom Playertype Jet Emitters?
« on: June 30, 2012, 06:12:17 PM »
 I am working on a custom playertype that needs custom jet emitters. However, I am clueless on how to define two nodes for the jet emitters. I tried just using the standard player jet emitters for testing purposes, but I found out that the emitters do not emit from the player, but instead, they emit at a certain point on the map. I was testing on a slate like map, and noticed the jets emitting on a specific stationary point on the map.

Would anyone know how to work with custom jets?

7
Modification Help / Playertype Animations only playing for Host.
« on: June 26, 2012, 12:15:35 AM »
I made a custom playertype that has its own animations. The animations show just fine to me when I host, but if anyone joins the server, whether they have the add-on or not, they cannot see the animations. I joined someone's server who had the add-on and I could not see the animations for the playertype.

Would anyone have an idea of what might cause this?

8
Modification Help / Car rolls when sharply turning.
« on: May 09, 2012, 03:32:55 PM »
 Basically, I cannot figure out how to fix an issue where if I take a sharp turn with my vehicle, the vehicle will roll over easily.

Does anyone know how to take care of this?

9
Off Topic / PrototypeRaptor (Electro House)
« on: April 24, 2012, 10:49:26 PM »

  When I first came across this guy on OverClocked Remix, he became on of my favorite producers because of remixes such as "StarFox - Barrel Roll" and "Sonic the Hedgehog 2 - Chemixtrixx" . Then I discovered him on Soundcloud, and wow, my ears have melted! He has an insanely awesome dark electro house touch. He ranges from his own works to remixes of others works, even Wolfgang Gartner, Deadmau5, and Skrillex. There aren't a lot of people that I like that quite have the touch that this guy has! I don't know if you've heard of him or not, but I just wanted to share his music with you guys. Personally, I can't compare Deadmau5 to PrototypeRaptor when it comes to electro house, but that's just me.

Some of my personal favorites:
1:Camo and Krooked - Hot Pursuit(PrototypeRaptor Bootleg Remix) *
2:Pendulum - Fasten Your Seatbelt(PrototypeRaptor Bootleg Remix) *
3:PrototypeRaptor - Espresso (Original Mix)
4:Ryan Enzed - Skyscraper (PrototypeRaptor remix)
5:Rage (PrototypeRaptor Remix)

*Freebies on Soundcloud

Links:
@Facebook
@OCRemix
@Beatport
@Soundcloud

What about you? What do you think of this guy?

Fun Fact: He from Norman, Oklahoma (Aww, yeah!)

10
Modification Help / Projectile becoming invisble in a strange fashion.
« on: February 25, 2012, 09:54:40 AM »
 I have a model that I'm using for a thrown grenade that will become invisible under certain conditions. The model is visible just prior to release, but will disappear at least one second after release. After that, the projectile will be invisible so long as, from your point of view, the projectile is in front of either bricks or terrain. However, the projectile will become visible if you see it in front of the skybox.

 I don't know if it has anything to do with it, but I'm making the grenade bounce around before it detonates.

I have tried letting Blender automatically set a hierarchy, it proved futile.

Code: [Select]
AddDamageType("smokegrenadeDirect",   '<bitmap:base/client/ui/ci/generic> %1',    '%2 <bitmap:base/client/ui/ci/generic> %1',1,1);
AddDamageType("smokegrenadeRadius",   '<bitmap:base/client/ui/ci/generic> %1',    '%2 <bitmap:base/client/ui/ci/generic> %1',1,0);
datablock ProjectileData(smokegrenadeProjectile)
{
   projectileShapeName = "./smokegrenadeThrown.dts";
   directDamage        = 0;
   directDamageType = $DamageType::smokegrenadeDirect;
   radiusDamageType = $DamageType::smokegrenadeRadius;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = smokegrenadeExplosion;
   particleEmitter     = ImpactGrenadeTrailEmitter;

   brickExplosionRadius = 0;
   brickExplosionImpact = false;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 0; //30             
   brickExplosionMaxVolume = 0;  //30         //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 0;  //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)

   muzzleVelocity      = 38; //50
   velInheritFactor    = 1.0;
   explodeOnPlayerImpact = false;
   explodeOnDeath        = true;

   armingDelay         = 2990;
   lifetime            = 3000;
   fadeDelay           = 0;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = true;
   gravityMod          = 1.0;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "1 0 0.0";

   uiName = "Smoke Grenade";
};

11
Modification Help / Setting player velocity? [Resolved]
« on: February 19, 2012, 03:11:11 PM »
I've got an issue concerning a player's velocity when I push a "stationary" playertype onto the player. Basically, I have a weapon that can be deployed but I'm wanting the player to be fixated to the spot that he deployed. However, if I'm moving when I deploy, the pushed playertype is applied where I can't move, but causes the player to slide infinitly in the direction he was originaly moving before deploying.

Does anyone know a script snippet to set a player's velocity?

12
Modification Help / I don't get Kaje's minigun animation...
« on: February 04, 2012, 08:03:26 PM »
 I've looked at his script to try and understand why his mini-gun's spin animation works outside the stage that the sequence is defined. I'm not seeing how it works...

Code: [Select]
stateName[0]                    = "Activate";
stateTimeoutValue[0]                = 0.15;
stateTransitionOnTimeout[0]     = "Ready";
stateSound[0]            = weaponSwitchSound;

stateName[1]                              = "Ready";
stateTransitionOnTriggerDown[1] = "Spinup";
stateAllowImageChange[1]        = true;
stateSequence[1]     = "ready";

stateName[2]                             = "Spinup";
stateAllowImageChange[2]        = false;
stateTransitionOnTimeout[2]     = "Fire";
stateTimeoutValue[2]                   = 1.00;
stateWaitForTimeout[2]            = true;
//stateSound[2]      = minigunShot1Sound;
stateSequence[2]      = "Spin";
stateTransitionOnTriggerUp[2]   = "Ready";
//stateSequenceOnTimeout[2]     = "Spin";

stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "Smoke";
stateTimeoutValue[3]            = 0.01;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
//stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;
stateEmitter[3] = gunFlashEmitter;
stateEmitterTime[3] = 0.01;
stateEmitterNode[3] = "muzzleNode";
stateSound[3] = gunShot1Sound;
stateEjectShell[3]        = true;

stateName[4] = "Smoke";
stateEmitter[4] = minigunSmokeEmitter;
stateEmitterTime[4] = 0.05;
stateEmitterNode[4] = "muzzleNode";
stateTimeoutValue[4]            = 0.01;
stateTransitionOnTimeout[4]     = "Check";

stateName[5] = "Check";
stateTransitionOnTriggerUp[5]   = "Slow";
stateTransitionOnTriggerDown[5] = "Fire";

stateName[6] = "Slow";
stateTransitionOnTriggerDown[6] = "Fire";
//stateSequence[6]                = "ready";
stateEmitter[6] = minigunSmokeEmitter;
stateEmitterTime[6] = 1.00;
stateEmitterNode[6] = "muzzleNode";
stateAllowImageChange[6]        = false;
stateTransitionOnTimeout[6]     = "Ready";
stateTimeoutValue[6]            = 1.00;
stateWaitForTimeout[6] = true;

Can anyone figure out how it works?


13
Modification Help / Using multiple raycasts with the same weapon image?
« on: January 26, 2012, 08:03:49 PM »
 Would anyone know how to use two or more raycasts with the same weapon image? Basically, I'm looking into a laser pointer on a weapon but have been having issues, so I thought of using two raycasts to do the job of pointing then also actually firing the weapon.

14
Gallery / Frog's Arenas - Sludge
« on: November 23, 2011, 10:39:12 PM »

Welcome to Frog's Arena Thread. In this thread are arenas made by Frog (and possibly other people). These arenas are not just for looks, but are also useful in hosting a variety of game-modes, be it DMs, TDMs, CTFs, etc.

As of now, there are just |2| arenas posted.
Maybe down the road I'll have more to show to you guys.

See the bottom of this post for Frog's custom game-modes.

Arenas:

Possible game-modes that I could host with this:
Deathmatch, Team Deathmatch, SWATs Vs. Terrorists, Search and Destroy, Arena, Team Arena




Possible game-modes that I could host with this:
Deathmatch, Team Deathmatch, King of the hill, Territories, Arena, Team Arena



Custom Game-Modes:
SWATs Vs. Terrorists:
In this game-mode, there are two teams, the SWATs and the Terrorists. The goal of both teams is to eliminate the other team (as is the case in Team Arena). The Terrorists spawn instantly and are left to search for weapons unless they are set to spawn with them and also find hiding spots and cover. They will have a certain time before the SWATs, which spawn in a special room, come on the scene. After the time period is up, the SWATs appear and the action begins. Last team standing wins.

Ideas for Arenas:
Scene:
Team:
Team Symmetrical:

Credits:
Shipyard: Frog, Jacky, Armageddon.
Sludge: Frog.

15
Off Topic / My first big earthquake.
« on: November 05, 2011, 10:34:49 AM »
 At approximately 2:00 A.M. Central Time, Oklahoma suffered a 4.7 magnitude quake. Froggy was awake to experience the shaking for himself. :c This morning was my first real major earthquake (at least that I noticed) in my entire life!

I was quite shaken by the shaken, needless to say.

Read about it here.

 I don't think its ever been the first quake on Oklahoma, and if I'm correct I've noticed a smaller one some time back. But NOTHING like this.

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