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Messages - THEELFHULK

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1
Suggestions & Requests / Score Reset Switch
« on: July 27, 2010, 01:26:56 PM »
 I am ELF, BL_ID 1481, and I would appreciate it if someone would make a mod that I could use to make a minigame that wouldn't reset everyone's score every time the minigame resets. I plan to use it to host a Ranking Knife TDM. I don't want the scores to reset because the players need their score for the rank ups. If this is possible just by using events, please post the events.

2
So, what do I change the datablock names to?

3
General Discussion / Re: Animated Blockland Profile Pictures
« on: July 25, 2010, 10:48:15 PM »
Im using gif now, and the eyes on meh cat are supposed to be moving...

4
Suggestions & Requests / Re: F-22 Raptor
« on: July 25, 2010, 10:46:09 PM »
I believe the correct way to spell favorite is faqugslhgsioges.

User was banned for this post

5
Suggestions & Requests / Re: F-22 Raptor
« on: July 25, 2010, 10:45:17 PM »
W00t, first reply!

User was banned for this post

6
Forum Games / Re: [GAME] Word Editor
« on: July 25, 2010, 09:03:18 PM »
BOOBIES

7
Forum Games / Ranking Knife TDM
« on: July 25, 2010, 08:59:22 PM »
4 Teams, 3 upgradable knifes, and a good map.

PROBLEM: I suck at scripting. Since I need to make 3 different knifes, (Rank 1-3) and the datablock names cannot be the same, what do I change the datablock names to?

8
Well actually, when the datablocks are the same, only 1 of the ranking knifes shows up in the item list.

9
Modification Help / Datablock Coding Help (Editting Butterfly Knife)
« on: July 25, 2010, 11:18:24 AM »
My name is ELF, BL_ID 1481, and I'm editting the butterfly knife 5 seperate times, and making 5 ranking knifes, 1-5. I've noticed that I cannot have the same datablock names in all 5, but whenever I change the datablock info, I CAN see the knife in my inventory in-game, but it DOESN'T show up in my hand, therefore I can't use it. When I don't change the datablock info only 1 of the ranking knifes shows up in the inventory list. I need to know how I can fix this. Here is the code for my Rank 5 Knife: (The datablock info isn't changed in this code, the only thing changed in this code is the GUI name and the damage the knife does). When I say "changed datablock info" I mean I changed the word butterflyknife that is in the parenthesis to rank5knife.


Code: [Select]
datablock AudioProfile(butterflyknifeactivateSound)
{
   filename    = "./activate.wav";
   description = AudioClose3d;
   preload = true;
};


//butterflyknife trail





//projectile
AddDamageType("butterflyknifeDirect",   '<bitmap:add-ons/Weapon_butterflyknife/CI_butterflyknife> %1',       '%2 <bitmap:add-ons/Weapon_butterflyknife/CI_butterflyknife> %1',1,1);

datablock ProjectileData(butterflyknifeProjectile)
{

   directDamage        = 20;
   directDamageType  = $DamageType::butterflyknifeDirect;

   explosion           = swordExplosion;
   //particleEmitter     = as;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 100;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
};
datablock ProjectileData(butterflyknifekillProjectile)
{
   backstab = 20;
   directDamage        = 20;
   directDamageType  = $DamageType::butterflyknifeDirect;
   radiusDamageType  = $DamageType::butterflyknifeRadius;
   explosion           = swordExplosion;
   //particleEmitter     = as;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 100;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;

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


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

// Basic Item Properties
shapeFile = "./bknife2.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Rank 5 Knife";
iconName = "./knife";
doColorShift = false;
colorShiftColor = "0.400 0.196 0 1.000";

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

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(butterflyknifeImage)
{
   // Basic Item properties
   shapeFile = "./bknife2.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   //eyeOffset = "0.1 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 = butterflyknifeItem;
   ammo = " ";
   projectile = butterflyknifekillProjectile;
   projectileType = Projectile;

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

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.400 0.196 0 1.000";

   // 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] = "activate";
stateSound[0] = ButterflyknifeactivateSound;

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

stateName[2]                    = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2]            = 0.7;
stateScript[2] = "oncharge";
stateSequence[2] = "ready";
stateWaitForTimeout[2] = false;//f
stateTransitionOnTriggerUp[2] = "AbortChargefire";
stateAllowImageChange[2]        = false;

stateName[3] = "AbortChargefire";
stateTransitionOnTimeout[3] = "stopfire";
//stateTransitionOntriggerup[3] = "stopfire";
stateTimeoutValue[3] = 0.2;
stateFire[3] = true;
stateSequence[3] = "ready";
stateScript[3] = "onFiretwo";
stateWaitForTimeout[3] = true;
stateAllowImageChange[3] = true;
stateSound[3] = ButterflyknifeFireSound;


stateName[4]                    = "StopFire";
stateTransitionOnTimeout[4]     = "Ready";
stateTimeoutValue[4]            = 0.2;
stateAllowImageChange[4]        = false;
stateWaitForTimeout[4] = true;

stateScript[4]                  = "onStopFire";


stateName[5] = "Armed";
stateTransitionOnTriggerUp[5] = "Fire";
stateAllowImageChange[5] = false;

stateName[6] = "Fire";
stateTransitionOnTimeout[6] = "Ready";
stateTimeoutValue[6] = 0.2;
stateFire[6] = true;
stateSequence[6] = "ready";
stateScript[6] = "onFire";
stateWaitForTimeout[6] = true;
stateAllowImageChange[6] = false;
stateSound[6] = ButterflyknifeFireSound;
};

function butterflyknifeImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, spearReady);
}
function butterflyknifeImage::onfiretwo(%this, %obj, %slot)
{
%obj.playthread(2, armattack);
return;
}
function butterflyknifeImage::onStopFire(%this, %obj, %slot)
{
%obj.playthread(2, root);
}



function butterflyknifeImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, spearThrow);
Parent::onFire(%this, %obj, %slot);
}
function butterflyknifeImage::onFiretwo(%this,%obj,%slot)
{



%projectile = butterflyknifeprojectile;
%spread = 0.00001;
%shellcount = 1;

for(%shell=0; %shell<%shellcount; %shell++)
{
%vector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%velocity = MatrixMulVector(%mat, %velocity);

%p = new (%this.projectileType)()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
MissionCleanup.add(%p);
}
return %p;
}

10
Modification Help / Re: Edited ButterflyKnife Not Showing Up In-Game?
« on: July 25, 2010, 10:50:15 AM »
When I change the datablock stuff, the butterfly knife does nothing in-game, I can get it in my inventory, but I can't see it in my hand or anything.

11
Modification Help / Edited ButterflyKnife Not Showing Up In-Game?
« on: July 24, 2010, 07:12:20 PM »
  I am ELF, BL_ID 1481, and I edited  the butterfly knife code 2 times for 2 different weapons. I created the Rank 5 Knife and the Rank 4 Knife. First I made the Rank 5 Knife, which is a butterfly knife that causes less damage. I saw that it showed up in the game item list while playing, so I went on to make the Rank 4 Knife, and after completing it, I opened a server, made a brick, wrenched it, and on items, there was just a Rank 4 Knife, and no Rank 5 Knife. How can I fix this? I think I may need to do something with NameCheck, but I'm a newcomer to scripting, so please help me. I plan to create 3 more ranked knifes. I used NotePad to edit the script.

12
Modification Help / Re: Editing Butterfly Knife (NEED HELP)
« on: July 24, 2010, 04:00:46 PM »
Thankyou for all your help, I re-scripted it using normal NotePad.

13
Modification Help / Re: Editing Butterfly Knife (NEED HELP)
« on: July 24, 2010, 03:49:00 PM »
How much health does a no-jump player have?

14
Modification Help / Re: Editing Butterfly Knife (NEED HELP)
« on: July 24, 2010, 03:42:32 PM »
Before re-installing NotePad + + should I un-install what I have now?

15
Modification Help / Re: Editing Butterfly Knife (NEED HELP)
« on: July 24, 2010, 03:21:56 PM »
 When I go to my blockland add-ons and open the butterfly knife, the only thing that comes up under that file is something named activate, and the file type for "activate" is wave sound, I have a feeling that isn't the right code. I also think I may have downloaded the wrong language for NotePad + + because the whole code is made up of these: ŒþØü«ý»þqý   I did what you said and it said it couldn't find anything that said directdamage, should I redownload NotePad + +?

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