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 - King Lol

Pages: [1]
1
Help / Weapons Aren't Working
« on: January 01, 2009, 01:15:20 AM »
Recently, when I try to spawn a weapon with the wrench, all that happens is this comes up in the console:

Code: [Select]
Set::add: Object "0" doesn't exist
base/server/scripts/allGameScripts.cs (13156): Unable to find object: '0' attempting to call

I was wondering if anyone could help me fix this.

NOTE: This has never happened to me before

2
Modification Help / Destructo minigun.
« on: June 29, 2008, 07:35:41 PM »
Well I have been mucking aroound with the destructogun script and I made a destructo minigun. It was just like the minigun except it destroys bricks on impact and the model was red(Kaje's model). I was stuffing around with the script trying to fix this little glitch and I did something and now it dosn't work anymore. I can't be bothered to fix it because I don't know how so I was wondering if some one could fix it for me.


tl;dr: Please fix this.


Code: [Select]
//destructoGun.cs

//audio
datablock AudioProfile(destructoGunShot1Sound)
{
   filename    = "./sound/destructoGunShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "./sound/arrowHit.wav";
   description = AudioClose3d;
   preload = true;
};


//shell
datablock DebrisData(destructoGunShellDebris)
{
shapeFile = "./shapes/gunShell.dts";
lifetime = 2.0;
minSpinSpeed = -400.0;
maxSpinSpeed = 200.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 3;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;

gravModifier = 2;
};


//muzzle flash effects
datablock ParticleData(destructoGunFlashParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 25;
lifetimeVarianceMS   = 15;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.9 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.0";
sizes[0]      = 0.5;
sizes[1]      = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(destructoGunFlashEmitter)
{
  ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "DestructoGunParticle";
};

datablock ParticleData(destructoGunSmokeParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.5 0.5 0.5 0.9";
colors[1]     = "0.5 0.5 0.5 0.0";
sizes[0]      = 0.15;
sizes[1]      = 0.15;


useInvAlpha = false;
};
datablock ParticleEmitterData(destructoGunSmokeEmitter)
{
    ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "destructoGunSmokeParticle";
};


//bullet trail effects
datablock ParticleData(bulletTrailParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.0;
inheritedVelFactor   = 1.0;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/thinRing";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.3 0.3 0.9 0.4";
colors[1]     = "0.5 0.5 0.5 0.0";
sizes[0]      = 0.15;
sizes[1]      = 0.25;

useInvAlpha = false;
};
datablock ParticleEmitterData(bulletTrailEmitter)
{
   {
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "bulletTrailParticle";
};


datablock ParticleData(destructoGunExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 700;
lifetimeVarianceMS   = 400;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.9 0.6 0.9";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 0.25;
sizes[1]      = 1.0;
useInvAlpha = true;
};
datablock ParticleEmitterData(destructoGunExplosionEmitter)
{
    ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "destructoGunExplosionParticle";
};


datablock ParticleData(destructoGunExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 300;
lifetimeVarianceMS   = 100;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "1 1 0.0 0.9";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 0.2;
sizes[1]      = 0.2;


useInvAlpha = false;
};
datablock ParticleEmitterData(destructoGunExplosionRingEmitter)
{
lifeTimeMS = 50;

   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "destructoGunExplosionRingParticle";
};

datablock ExplosionData(destructoGunExplosion)
{
   //explosionShape = "";
soundProfile = bulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = destructoGunExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = destructoGunExplosionRingEmitter;

   faceViewer     = true;
   explosionScale = "1 1 1";

 shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

  // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};


AddDamageType("destructoGun",   '<bitmap:add-ons/ci/destructoGun> %1',    '%2 <bitmap:add-ons/ci/destructoGun> %1',0.5,1);
datablock ProjectileData(destructoGunProjectile)
{
   projectileShapeName = "./shapes/bullet.dts";
   directDamage        = 0;
   directDamageType    = $DamageType::destructoGun;
   radiusDamageType    = $DamageType::destructoGun;

   brickExplosionRadius = 10;
   brickExplosionImpact = false;          //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      = 700;
   verticalImpulse   = 1000;
   explosion           = destructoGunExplosion;
   particleEmitter     = bulletTrailEmitter;

   muzzleVelocity      = 90;
   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";
};

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

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

//gui stuff
uiName = "destructoGun";
iconName = "./ItemIcons/minigun";
doColorShift = true;
colorShiftColor = "1 0 0 1";

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

//function BowItem::onUse(%this, %player, %InvPosition)
//{
// //check for quiver
// //if you dont have it, regular bow
// //if you do, super bow
//
// %client = %player.client;
//
// %mountPoint = %this.image.mountPoint;
// %mountedImage = %player.getMountedImage(%mountPoint);
//
//
// if(%mountedImage)
// {
// if(%mountedImage == bowImage.getId() || %mountedImage == superbowImage.getId())
// {
// //some kind of bow mounted so, unmount it
// %player.unMountImage(%mountPoint);
// messageClient(%client, 'MsgHilightInv', '', -1);
// %player.currWeaponSlot = -1;
// }
// else
// {
// //something other than bow mounted, so do bow selection and mount
// if(%player.getMountedImage($BackSlot))
// {
// if(%player.getMountedImage($BackSlot) == quiverImage.getId())
// {
// %player.mountimage(superBowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
//
// }
// else
// {
// //nothing mounted so do bow selection and mount
// //something other than bow mounted, so do bow selection and mount
// if(%player.getMountedImage($BackSlot))
// {
// if(%player.getMountedImage($BackSlot) == quiverImage.getId())
// {
// %player.mountimage(superBowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(destructoGunImage)
{
   // Basic Item properties
   shapeFile = "./shapes/minigun.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 = DestructoGunItem;
   ammo = " ";
   projectile = destructoGunProjectile;
   projectileType = Projectile;

casing = destructoGunShellDebris;
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 = destructoGunItem.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] = "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] = minigunFlashEmitter;
stateEmitterTime[3] = 0.01;
stateEmitterNode[3] = "muzzleNode";
stateSound[3] = minigunShot1Sound;
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;

};

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

function destructoGunProjectile::onCollision(%this, %obj, %col, %fade, %pos, %normal){
if(%col.getClassName() $= "fxDTSBrick"){
%col.killBrick();
}
}

function destructoGunImage::OnMount(%this, %obj){
Parent::OnMount(%this);
%client = %obj.client;
if(!%client.isAdmin || !%client.isSuperAdmin){
%client.player.unMountImage("DestructoGunImage");
}
}

function serverCmdDesGun(%client){
if(%client.isAdmin || %client.isSuperAdmin){
%client.player.MountImage("DestructoGunImage",0);
%client.player.playThread(0,armreadyright);
}
}


3
Suggestions & Requests / Kaje's colorset
« on: June 15, 2008, 03:56:26 AM »
I have been wanting to find a link to Kaje's colorset because I searched it and I couldn't find it. I thought it might be good because everything that Kaje makes is epic. Also I haven't been able to find a good colorset lately. So could someone like post it or something. Thanks.

4
Since USSR has put their Afghanistan build on the forums why not put Diggy City on?

5
Help / help please my letters have been deleted
« on: May 29, 2008, 06:06:20 AM »
A couple of months ago I downloaded a big print set(I forgot the name) and now there are no letters in my inventory when I use my printer. Someone please help lots of  :cookie:'s to whoever helps me.

6
Help / can someone help me I really want to change my name :(
« on: May 29, 2008, 03:51:05 AM »
I know this sounds stupid but on blockland I had the name Blockhead 'cause I liked it but I changed my name to king lol and i had already signed up on the forums as blockhead 123 and its a really crappy name  :panda:

Pages: [1]