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Messages - SPAMER

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1
Modification Help / Re: Pokeball
« on: August 17, 2007, 01:02:25 PM »
Yes, since i suck at scripting, i would like it for when i throw the pokeball, it blinds people. the only thing wronge is that
the decal doesnt work.

2
Modification Help / Pokeball
« on: August 16, 2007, 10:42:50 AM »
I made a pokeball weapon thats a flash gernade, and i tried to put on a skin for it. It didnt work. Could any1 send me a fixed copy of this(Its the Pokeball weapon script):

//Pokeball Flash.cs

//PokeballFlash trail
datablock ParticleData(PokeballFlashTrailParticle)
{
   dragCoefficient      = 3.0;
   windCoefficient      = 0.0;
   gravityCoefficient   = 0.0;
   inheritedVelFactor   = 0.0;
   constantAcceleration   = 0.0;
   lifetimeMS      = 600;
   lifetimeVarianceMS   = 0;
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   useInvAlpha      = true;
   animateTexture      = false;
   //framesPerSec      = 1;

   textureName      = "~/data/particles/ring";
   //animTexName      = " ";

   // Interpolation variables
   colors[0]   = "0.75 0.75 0.75 0.3";
   colors[1]   = "0.75 0.75 0.75 0.2";
   colors[2]   = "1 1 1 0.0";
   sizes[0]   = 0.15;
   sizes[1]   = 0.35;
   sizes[2]   = 0.05;
   times[0]   = 0.0;
   times[1]   = 0.1;
   times[2]   = 1.0;
};

datablock ParticleEmitterData(PokeballFlashTrailEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;

   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = flashGrenadeTrailParticle;
};


//effects
datablock ParticleData(flashGrenadeExplosionParticle)
{
   dragCoefficient      = 3.0;
   windCoefficient      = 0.0;
   gravityCoefficient   = 0.5;
   inheritedVelFactor   = 0.0;
   constantAcceleration   = 0.0;
   lifetimeMS      = 900;
   lifetimeVarianceMS   = 300;
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   useInvAlpha      = true;
   animateTexture      = false;
   //framesPerSec      = 1;

   textureName      = "~/data/particles/cloud";
   //animTexName      = "~/data/particles/cloud";

   // Interpolation variables
   colors[0]   = "0.3 0.3 0.2 0.9";
   colors[1]   = "0.2 0.2 0.2 0.0";
   sizes[0]   = 4.0;
   sizes[1]   = 7.0;
   times[0]   = 0.0;
   times[1]   = 1.0;
};

datablock ParticleEmitterData(flashGrenadeExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   lifeTimeMS      = 21;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "flashGrenadeExplosionParticle";
};

datablock ParticleData(flashGrenadeExplosionParticle 2)
{
   dragCoefficient      = 0.1;
   windCoefficient      = 0.0;
   gravityCoefficient   = 2.0;
   inheritedVelFactor   = 0.0;
   constantAcceleration   = 0.0;
   lifetimeMS      = 1000;
   lifetimeVarianceMS   = 500;
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   useInvAlpha      = true;
   animateTexture      = false;
   //framesPerSec      = 1;

   textureName      = "~/data/particles/chunk";
   //animTexName      = "~/data/particles/cloud";

   // Interpolation variables
   colors[0]   = "0.0 0.0 0.0 1.0";
   colors[1]   = "0.0 0.0 0.0 0.0";
   sizes[0]   = 0.5;
   sizes[1]   = 0.5;
   times[0]   = 0.0;
   times[1]   = 1.0;
};

datablock ParticleEmitterData(flashGrenadeExplosionEmitter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 7;
   ejectionVelocity = 15;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "flashGrenadeExplosionParticle 2";
};

datablock ExplosionData(flashGrenadeExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 700;

   soundProfile = spearExplosionSound;

   emitter[0] = flashGrenadeExplosionEmitter;
   emitter[1] = flashGrenadeExplosionEmitter2;
   particleDensity = 30;
   particleRadius = 1.0;

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

   shakeCamera = true;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 15.0;

   // Dynamic light
   lightStartRadius = 20;
   lightEndRadius = 0;
   lightStartColor = "1 1 1 1";
   lightEndColor = "1 0 0 1";
};


//projectile
datablock ProjectileData(PokeballFlashProjectile)
{
   projectileShapeName = "~/data/shapes/vehicles/Pokeball/Pokeball.dts";
   directDamage        = 0;
   radiusDamage        = 0;
   damageRadius        = 5;
   explosion           = flashGrenadeExplosion;
   particleEmitter     = flashGrenadeTrailEmitter;

   muzzleVelocity      = 25;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 20000;
   fadeDelay           = 19500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 1;

   hasLight    = false;
   lightRadius = 20.0;
   lightColor  = "1 1 1 1";
};


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

    // Basic Item Properties
        shapeFile = "~/data/shapes/vehicles/pokeball/pokeball.dts";
   mass = 1;
   density = 0.2;
   elasticity = 0.2;
   friction = 0.6;
   emap = true;
   cost = "250";
   skinname = "green";
    // Dynamic properties defined by the scripts
   pickUpName = 'Pokeball';
   invName = 'PokeballFlash';
   image = PokeballFlashImage;
};

//function PokeballFlash::onUse(%this,%user)
//{
//   //mount the image in the right hand slot
//   %user.mountimage(%this.image, $RightHandSlot);
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(PokeballFlashImage)
{
   // Basic Item properties
   shapeFile = "~/data/shapes/vehicles/Pokeball/Pokeball.dts";
   PreviewFileName = "rtb/data/shapes/vehicles/Pokeball/pokeballtex.GIF";
   emap = true;
   skinname="green";
   cloakable = false;
   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   //eyeOffset = "0.1 0.2 -0.55";

   // 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 = flashGrenade;
   ammo = " ";
   projectile = PokeballFlashProjectile;
   projectileType = Projectile;

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

   //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]      = 0.5;
   stateTransitionOnTimeout[0]   = "Ready";
   stateSequence[0]      = "ready";
   stateSound[0]         = weaponSwitchSound;

   stateName[1]         = "Ready";
   stateTransitionOnTriggerDown[1]   = "Charge";
   stateAllowImageChange[1]   = true;
   
   stateName[2]                    = "Charge";
   stateTransitionOnTimeout[2]   = "Armed";
   stateTimeoutValue[2]            = 0.7;
   stateWaitForTimeout[2]      = false;
   stateTransitionOnTriggerUp[2]   = "AbortCharge";
   stateScript[2]                  = "onCharge";
   stateAllowImageChange[2]        = false;
   
   stateName[3]         = "AbortCharge";
   stateTransitionOnTimeout[3]   = "Ready";
   stateTimeoutValue[3]      = 0.3;
   stateWaitForTimeout[3]      = true;
   stateScript[3]         = "onAbortCharge";
   stateAllowImageChange[3]   = false;

   stateName[4]         = "Armed";
   stateTransitionOnTriggerUp[4]   = "Fire";
   stateAllowImageChange[4]   = false;

   stateName[5]         = "Fire";
   stateTransitionOnTimeout[5]   = "Ready";
   stateTimeoutValue[5]      = 30;
   stateFire[5]         = true;
   stateSequence[5]      = "fire";
   stateScript[5]         = "onFire";
   stateWaitForTimeout[5]      = true;
   stateAllowImageChange[5]   = true;
   stateSound[5]              = spearFireSound;
};

function PokeballFlashImage::onCharge(%this, %obj, %slot)
{
   %obj.playthread(2, spearReady);
}

function PokeballFlashImage::onAbortCharge(%this, %obj, %slot)
{
   %obj.playthread(2, root);
}

function PokeballFlashImage::onFire(%this, %obj, %slot)
{
   %obj.playthread(2, spearThrow);
   Parent::onFire(%this, %obj, %slot);
}
function PokeballFlashProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
   echo(%this);
   echo(%obj);
   echo(%col);
   echo(%pos);
   %position = %pos;
   %radius = 20;
   InitContainerRadiusSearch(%position, %radius, $TypeMasks::ShapeBaseObjectType);

   %halfRadius = %radius / 2;

   while ((%targetObject = containerSearchNext()) != 0) {
      %coverage = calcExplosionCoverage(%position, %targetObject,
            $TypeMasks::InteriorObjectType |  $TypeMasks::TerrainObjectType |
            $TypeMasks::ForceFieldObjectType | $TypeMasks::VehicleObjectType);
            if (%coverage == 0)
              continue;

      %dist = containerSearchCurrRadiusDist();
        %distScale = (%dist < %halfRadius)? 1.0:
               1.0 - ((%dist - %halfRadius) / %halfRadius);

      if(%targetObject.getClassname() $= "Player" && %targetObject.client.team !$= "Cops" && %targetObject.client.isImprisoned !$= "1")
      {
         $Times = 0;
         whiteout(%targetObject);
      }
   }
}
function whiteout(%targetObject)
{
   %targetObject.setWhiteout(100000000000000);
   if($Times <= 2)
   {
   $Times++;
   Schedule(2000,0,"whiteOut",%targetObject);
   }
}

3
General Discussion / Re: These Decals
« on: February 13, 2007, 07:46:29 PM »
Really, where do i go to make the game know that im adding the spiderman decals?

4
General Discussion / Re: These Decals
« on: February 08, 2007, 07:02:21 PM »
And where would i go to find these scripts?

5
General Discussion / Re: These Decals
« on: February 05, 2007, 11:30:26 PM »
You mean RTB\rtb\data\shapes\player Decals and Face Decals?

When i just put them in there and go into the game they don't appear. Do i need to do something else too?

6
General Discussion / Re: These Decals
« on: February 02, 2007, 10:48:33 PM »
Ok. And where exacltly do i put the face decals and the chest decals???

7
General Discussion / These Decals
« on: February 01, 2007, 09:48:22 PM »
Ok, in the mario cart vehicle topic thing in ect, there are decals. I was wondering if someone could send a WORKING link of the spiderman decals for a movie im going to make, cause it doesn't work in the mario cart vehicle topic thing.
Thanks!

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