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Messages - MattRoyal52

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1
Music / Re: UNDERTALE SOUNDTRACK (001-027)
« on: August 14, 2016, 12:11:18 PM »
SPIDER DANCE IS MISSING NOOOOOOOOOOOOOOOOOOOOOO

2
Add-On fixing is done! Here is the codes :

Test.cs
Code: [Select]
datablock ParticleData(pfParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 3000;
lifetimeVarianceMS   = 2500;
textureName          = "base/data/shapes/brickTop";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "1 0.0 0.0 1.0";
colors[1]     = "0.0 0.0 1 1.0";
sizes[0]      = 2;
sizes[1]      = 3;

useInvAlpha = false;
};

datablock ParticleEmitterData(pfExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "pfParticle";

   useEmitterColors = true;
   uiName = "PeanutFish Emitter";
};

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

   lifeTimeMS = 150;

   particleEmitter = pfExplosionEmitter;
   particleDensity = 15;
   particleRadius = 1.5;

   emitter[0] = pfExplosionEmitter;

   faceViewer     = true;
   explosionScale = "5 5 5";

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

   // Dynamic light
   lightStartRadius = 100;
   lightEndRadius = 2;
   lightStartColor = "1 0 0";
   lightEndColor = "0 0 0";
};

and gun.cs
Code: [Select]
datablock ParticleData(CgunFlashParticle)
{
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(CgunFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "CgunFlashParticle";

   uiName = "CGun Flash";
};

datablock ParticleData(CgunSmokeParticle)
{
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(CgunSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "CgunSmokeParticle";

   uiName = "CGun Smoke";
};


datablock ParticleData(CgunExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = 1;
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 0.9 0.3";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.75;

useInvAlpha = true;
};
datablock ParticleEmitterData(CgunExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "CgunExplosionParticle";

   useEmitterColors = true;
   uiName = "CGun Hit Dust";
};


datablock ParticleData(CgunExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 50;
lifetimeVarianceMS   = 35;
textureName          = "base/data/particles/star1";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "1 1 0.0 0.9";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 1;
sizes[1]      = 0;

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

   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "gunExplosionRingParticle";

   useEmitterColors = true;
   uiName = "Gun Hit Flash";
};

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

   lifeTimeMS = 150;

   particleEmitter = CgunExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = CgunExplosionRingEmitter;

   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 = 2;
   lightEndRadius = 2;
   lightStartColor = "0.5 0.8 0.9";
   lightEndColor = "0 0 0";
};



datablock ProjectileData(CgunProjectile)
{
   projectileShapeName = "./bullet.dts";
   directDamage        = 30;
   directDamageType    = $DamageType::Gun;
   radiusDamageType    = $DamageType::Gun;

   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           = CgunExplosion;
   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";

   uiName = "CGun Bullet";
};

//////////
// item //
//////////
datablock ItemData(CGunItem)
{
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 = "Custom Gun";
iconName = "./icon_gun";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(CgunImage)
{
   // 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 = CgunProjectile;
   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 = CgunItem.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]            = 0.14;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = CgunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = gunShot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = CgunSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.01;
stateTransitionOnTimeout[3]     = "Reload";

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

};

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



3
Well for starters.
You can look at Guns Akimbo to see how to force require an add-on.
Remove the packages.
Remove the commands because they don't work right anyways.
Remove the client command.
Remove the addDamageType line of code.
Change the item field under CgunImage to CgunItem.
Change the function gunImage::onFire to CgunImage::onFire.

Oh and read this: https://forum.blockland.us/index.php?topic=300531.msg9166358#msg9166358

When you've done all that and have posted your new code, I'll help you further.
OK Thanks :D

4
Are you Annoying Orange

No i'm not Donald Annoying Orange, Donald Annoying Orange is this thing :


5
- Doesn't force require the default gun.
- Creates unnecessary packages.
- Modifies datablocks during gameplay(instead he should be creating the projectile manually in ::onFire since he wants the projectile to vary).
- Commands can be used by anyone and are easily spammable.
- Mixes server and client code.
- A package named BuildBot is probably already used by Nexus' Build Bot.
- When anyone uses /BuildWall, /SpammerBuild, or /BuildStairs then it'll actually cause the host to do those, not the person that used the command. This is also because he's mixed server and client code.
- Overwrites the default gun's damage type.
- The item for CgunImage is set to BowItem(it's also like this with the default gun, but that doesn't mean you should continue the problem).
- Overwrites gunImage::onFire.

Yes, i know i'm not really good for coding i started recently. But, i want continue this addon and idk how i can fix these fails

6
What is the fail ?

7
So basically a Mixashoot but you can decide what to fire?

No but will added soon :)

8
Add-Ons / Re: [Bricks] Daniel.S Brick Pack
« on: August 05, 2016, 05:44:03 AM »
Why you don't make Iced Tea ???? I hate Cola !

9
Hello Everyone ! I rencently started coding and i finally created an addon !
He's contains 3 differents features

Custom Gun is a copy of the gun but with changeable projectiles and explosions


changed projectile to pong, for do this, do /guntopong

Changed into rocket. For do this, do /guntorocket


These things are the explosion, for custom explosion you need to get the original projectile, then do /guntogun
For this Jeep Explosion, do /extojeepex

For the custom explosion (using my emitter), do /extopfex


And for get the original gun explosion, do /extoex

Now for the buildbot this is just a chat command of the console commands : buildwall(); buildconfetti(); and buildstairs();

Type /buildwall for build a big block
Type /spammerbuild for build confetti and
Type /buildstairs for build stairs (Spam this command for make the famous infinite stairs ;)

Download link : https://www.dropbox.com/s/zdz6g6orke1glga/Tool_PeanutFish_Pack1v2.zip?dl=0

NOTE : YOU NEED Weapon_Gun FOR WORK!

10
Hello Everyone ! I rencently started coding and i finally created an addon !
He's contains 3 differents features

11
General Discussion / Multiple Minigames on Slayer? Help me plz
« on: April 13, 2016, 11:39:37 AM »
I am making a server called Minigame Hub, i need to
make multiple slayer minigames on the same server beacause i need
i make a lot of minigames for my server.

Thanks!

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