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Music / Re: UNDERTALE SOUNDTRACK (001-027)
« on: August 14, 2016, 12:11:18 PM »
SPIDER DANCE IS MISSING NOOOOOOOOOOOOOOOOOOOOOO
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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";
};
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);
}
Well for starters.OK Thanks :D
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.
Are you Annoying Orange
- 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.
So basically a Mixashoot but you can decide what to fire?