Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Deriboy

Pages: [1] 2 3 4 5
1
Suggestions & Requests / Annoying server spastic-ness
« on: July 18, 2010, 01:36:24 AM »
Someone (Badspot) needs to fix the server list from spazzing out when there are sorting conflicts. It takes a while for it to stop and it's annoying as hell.

2
Modification Help / Rainbow hat
« on: July 17, 2010, 05:47:45 AM »
I don't know what went wrong here. It was working fine until I added in the random values for the hat color. I didn't write/understand this script enough to really debug it. the rainbowplayerloop function doesn't seem to be executing because i'm not getting any echos in the console.Nevermind, I fixed it myself.
Code: [Select]
if (!$RainbowPlayerBindings)
{
   $remapDivision[$remapCount] = "Rainbow Player";
   $remapName[$remapCount] = "Activate/Deacticate";
   $remapCmd[$remapCount] = "RainbowPlayerToggle";
   $remapCount++;
   $RainbowPlayerBindings=true;
}

$RainbowPlayerCount=0;
$RainbowPlayerFlag=0;
$RainbowPlayerTempHat=$pref::Avatar::HatColor;

function RainbowPlayerToggle(%val)
{
if(%val)
{
     if($RainbowPlayerFlag==0)
   {
         $RainbowPlayerFlag=1;
       $RainbowPlayerTempHat=$pref::Avatar::HatColor;
       RainbowPlayerLoop();
     }
   else if($RainbowPlayerFlag==1)
   {
         $RainbowPlayerFlag=0;
       cancel($RainbowPlayer);
       $pref::Avatar::HatColor=$RainbowPlayerTempHat;
         clientcmdupdateprefs();
     }
  }
}

function rainbowreset()
{
cancel($RainbowPlayer);
$pref::Avatar::HatColor=$RainbowPlayerTempHat;
clientcmdupdateprefs();
}

function RainbowPlayerLoop()
{
$R = getrandom(225);
$G = getrandom(225);
$B = getrandom(225);
     $pref::Avatar::HatColor=$R SPC $G SPC $B SPC "1";    
        clientcmdupdateprefs();
echo($R);
echo($G);
echo($B);
        $RainbowPlayer=schedule(1000,0,RainbowPlayerLoop);
}

3
Off Topic / The phrase "how come"
« on: May 30, 2010, 12:08:47 PM »
This phrase makes no sense to me. How do the words "how come" have the same meaning as "why"?
I still find myself saying it sometimes though...  :cookieMonster:

4
General Discussion / Speech :C
« on: May 25, 2010, 06:43:43 PM »
Would anyone mind writing me a 5 minute speech on why nuclear power is misunderstood and should be used more?

You could base it all off of that handicapped oil spill in the gulf if you want.

5
Off Topic / Water bounces? O:
« on: May 25, 2010, 12:21:13 AM »
http://www.wimp.com/bouncingdroplet/

I want a hydro-phobic surface or whatever.

6
Off Topic / Water bounces? O:
« on: May 25, 2010, 12:17:58 AM »
http://www.wimp.com/bouncingdroplet/

I want a hydro-phobic surface or whatever.

7
I'm bored. Help a fellow man out?

For your wonderful service, I reward you with http://www.youtube.com/watch?v=xp9Gm-aRe5A

stuff i forgot I changed sections. :C

8
Apparently this overwrites akimbo data blocks. I'm new to weapons, I have no idea what I'm doing, and I'm a bit fed up with 'em, so HELP ME!
Code: [Select]
//Goldengun.cs

%error = ForceRequiredAddOn("Weapon_Gun");

if(%error == $Error::AddOn_Disabled)
{
GunItem.uiName = "";
}

if(%error == $Error::AddOn_NotFound)
{
error("ERROR: Weapon_GunsAkimbo - required add-on Weapon_Gun not found");
}
else
{
   exec("./Weapon_AkimboGun.cs");
}

datablock AudioProfile(GoldengunShotSound)
{
   filename    = "./GoldengunShot.wav";
   description = AudioClose3d;
   preload = true;
};

AddDamageType("Goldengun",   '<bitmap:add-ons/Weapon_Goldengun/CI_Goldengun> %1',    '%2 <bitmap:add-ons/Weapon_Goldengun/CI_Goldengun> %1',0.2,1);

datablock ProjectileData(GoldengunProjectile)
{
   projectileShapeName = "./bullet.dts";
   directDamage        = 10;
   directDamageType    = $DamageType::Goldengun;
   radiusDamageType    = $DamageType::Goldengun;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse      = 400;
   verticalImpulse   = 400;
   explosion           = gunExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;

   muzzleVelocity      = 130;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";

   uiName = "Goldengun Bullet";
};

//////////
// item //
//////////
datablock ItemData(GoldengunItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

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

//gui stuff
uiName = "Goldengun";
iconName = "./icon_Goldengun";
doColorShift = true;
colorShiftColor = "1.000 .700 0.110 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(GoldengunImage)
{
   // Basic Item properties
   shapeFile = "./pistol.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" );

   // 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 = true;

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

   // Projectile && Ammo.
   item = BowItem;
   ammo = " ";
   projectile = GoldengunProjectile;
   projectileType = Projectile;

casing = GunShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;

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

   doColorShift = true;
   colorShiftColor = GoldengunItem.colorShiftColor;//"0.400 0.196 0 1.000";

   //casing = " ";

   // 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]             = 0.15;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

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

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 1.5;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = GunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = GoldengunShotSound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = GunSmokeEmitter;
stateEmitterTime[3] = 1.50;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 1.00;
stateTransitionOnTimeout[3]     = "Reload";

stateName[4] = "Reload";
stateSequence[4]                = "Reload";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "Ready";

};

function GoldengunImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);

%breakdelay = schedule(200, 0, Break, %this, %obj, %slot);
}

function Break(%this, %obj, %slot)
{
%currSlot = %obj.currtool;
%obj.tool[%currSlot] = 0;
%obj.weaponCount--;
messageClient(%obj.client,'MsgItemPickup','',%currSlot,0);
serverCmdUnUseTool(%obj.client);
}

function GoldengunProjectile::damage(%this,%obj,%col,%fade,%pos,%normal)
{
if(minigamecandamage(%obj, %col))
{
%col.kill();
}
}

9
Modification Help / Reloading an addon
« on: May 15, 2010, 08:41:26 PM »
Is there a way to reload an addon without restarting the server?

10
Modification Help / One-use items
« on: May 04, 2010, 09:04:41 PM »
Say I wanted the gun to have a one time use, so that when you fire the gun is no longer in your inventory. Wouldn't I use something like this? I found this in another script so I tried it out.
Code: [Select]
function gunImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);

%currSlot = %obj.lastHESlot;
%obj.tool[%currSlot] = 0;
%obj.weaponCount--;
messageClient(%obj.client,'MsgItemPickup','',%currSlot,0);
serverCmdUnUseTool(%obj.client);
}
The only problem is that when I fire, it dissapeares from my hand but remains in my inventory.

Also, how do you check if a player is in a minigame?

Also again, why won't this work?
Code: [Select]
function GunProjectile::damage(%this,%obj,%col,%fade,%pos,%normal)
{
%client = %obj.client;

if(%client.minigame)
{
%client.kill();
}
}

11
Off Topic / Ronald Mcdonald Insanity
« on: April 24, 2010, 12:35:39 PM »
I laughed so hard at this video. Japanese people are so strange.

http://www.youtube.com/watch?v=Q16KpquGsIc

12
Off Topic / Oh my god I missed it
« on: March 22, 2010, 06:51:29 PM »
I missed my 1000'th post. >:C

This was it too...
Cheese please.

13
Off Topic / Post your first post
« on: March 03, 2010, 10:58:22 PM »
Just post your first ever post(or your oldest one) and laugh at them.

Here's mine:

Quote
Okay, So I have blender and i have made a few models. How do I put them in the game and how do I make the handles be in the blocko's hand properly?

Cookies for anyone who can tell me!  :cookie: :cookie: :cookie: :cookie:

P.S. This is my first ever post.

14
Off Topic / Virus?
« on: February 27, 2010, 09:08:33 AM »
Almost every time I start up my computer, I get this that pops up. The loading bar never goes up, and the "hide" button is suspiciously large. I have gotten rid of it in the past by ending it in task manager, and I don't think I should ever click the "hide" button.



What shall I do?
Opinions?
Comments?

15
Modification Help / HUD
« on: February 04, 2010, 05:24:51 PM »
I mean a bottom print one. I can't decipher it out of other scripts.

Pages: [1] 2 3 4 5