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Messages - DragonFang

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1
Modification Help / Re: Coding Question
« on: September 19, 2011, 07:28:39 PM »
I believe you have to resize it and set model colors which I'm not sure how to do
I know how to resize it but how to get the colors on it

2
Modification Help / Re: Coding Question
« on: September 19, 2011, 12:03:10 AM »
OMG i did it but its white and HUGE


   

3
Modification Help / Re: Coding Question
« on: September 18, 2011, 10:57:56 PM »
Go to ms3d then click file then export then click Torgue DTS plus
(This is only available to use if you have bought milk shape)
Other wise you'll have to use something else like blender
thanks

4
Modification Help / Coding Question
« on: September 18, 2011, 02:09:54 PM »
Guys im makeing a kukri but it shows as a default sword




//Kukri.cs
datablock AudioProfile(KukriDrawSound)
{
   filename    = "./swordDraw.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(KukriHitSound)
{
   filename    = "./swordHit.wav";
   description = AudioClosest3d;
   preload = true;
};

datablock AudioProfile(KukriSwingSound)
{
   filename    = "./swordSwing.wav";
   description = AudioClosest3d;
   preload = true;
};

//effects
datablock ParticleData(KukriExplosionParticle)
{
   dragCoefficient      = 2;
   gravityCoefficient   = 1.0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   spinRandomMin = -180;
   spinRandomMax = 180;
   lifetimeMS           = 500;
   lifetimeVarianceMS   = 300;
   textureName          = "base/data/particles/chunk";
   colors[0]     = "0.9 0.9 0.0 0.9";
   colors[1]     = "0.9 0.9 0.0 0.0";
   sizes[0]      = 0.17;
   sizes[1]      = 0.01;
};

datablock ParticleEmitterData(KukriExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 100;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "KukriExplosionParticle";

   uiName = "Kukri Hit";
};

datablock ExplosionData(KukriExplosion)
{
   //explosionShape = "base/data/particles/star1";
   lifeTimeMS = 500;

   soundProfile = KukriHitSound;

   particleEmitter = KukriExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

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

   shakeCamera = true;
   camShakeFreq = "5.0 5.0 5.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 3;
   lightEndRadius = 0;
   lightStartColor = "00.9 0.9 0.0";
   lightEndColor = "9 9 0";
};


//projectile
AddDamageType("Kukri",   '<bitmap:add-ons/Weapon_Kukri/CI_Kukri> %1',    '%2 <bitmap:add-ons/Weapon_Kukri/CI_Kukri> %1',0.75,1);
datablock ProjectileData(KukriProjectile)
{
   directDamage        = 50;
   directDamageType  = $DamageType::Kukri;
   radiusDamageType  = $DamageType::Kukri;
   explosion           = KukriExplosion;
   //particleEmitter     = as;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 100;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 1.0;

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

   uiName = "Kukri Slice";
};


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

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

   //gui stuff
   uiName = "Kukri";
   iconName = "./icon_Kukri";
   doColorShift = true;
   colorShiftColor = "0.471 0.471 0.471 1.000";

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

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

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "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 = false;

   eyeOffset = "0";

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = KukriItem;
   ammo = " ";
   projectile = KukriProjectile;
   projectileType = Projectile;

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

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "1.000 1.000 1.000 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";
   stateSound[0]                    = KukriDrawSound;

   stateName[1]                     = "Ready";
   stateTransitionOnTriggerDown[1]  = "PreFire";
   stateAllowImageChange[1]         = true;

   stateName[2]         = "PreFire";
   stateScript[2]                  = "onPreFire";
   stateAllowImageChange[2]        = false;
   stateTimeoutValue[2]            = 0.1;
   stateTransitionOnTimeout[2]     = "Fire";

   stateName[3]                    = "Fire";
   stateTransitionOnTimeout[3]     = "CheckFire";
   stateTimeoutValue[3]            = 0.15;
   stateFire[3]                    = true;
   stateAllowImageChange[3]        = false;
   stateSequence[3]                = "Fire";
   stateScript[3]                  = "onFire";
   stateWaitForTimeout[3]      = true;
        stateSound[3]                   = KukriSwingSound;

   stateName[4]         = "CheckFire";
   stateTransitionOnTriggerUp[4]   = "StopFire";
   stateTransitionOnTriggerDown[4]   = "Fire";

   
   stateName[5]                    = "StopFire";
   stateTransitionOnTimeout[5]     = "Ready";
   stateTimeoutValue[5]            = 0.2;
   stateAllowImageChange[5]        = false;
   stateWaitForTimeout[5]      = true;
   stateSequence[5]                = "StopFire";
   stateScript[5]                  = "onStopFire";


};

function KukriImage::onPreFire(%this, %obj, %slot)
{
   %obj.playthread(2, armattack);
}

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






Is this right? also its a ms3d file (milkshape)

5
Modification Help / moved
« on: September 04, 2011, 09:09:36 PM »
I moved topic to coding disscusion

6
Modification Help / Re: WWII Weapons -- public wat
« on: October 13, 2010, 11:07:54 PM »
ill test for ya

7
Modification Help / Re: Weapons of AWSOMENESS
« on: August 26, 2010, 08:06:56 PM »
Deleted

8
Modification Help / Re: Weapons of AWSOMENESS
« on: August 25, 2010, 05:38:21 PM »
Deleted

9
Modification Help / Re: Weapons of AWSOMENESS
« on: August 25, 2010, 12:22:46 AM »
I don't know if your making these, listing what already exists, or just talking to yourself

i demand explanation!
Deleted

10
Modification Help / Re: S.W.A.T - Add-On Pack
« on: August 24, 2010, 11:57:46 PM »
Yo can i test for you :)

11
Modification Help / Re: Weapons of AWSOMENESS
« on: August 24, 2010, 11:50:53 PM »
Deleted

12
Modification Help / Weapons of AWSOMENESS
« on: August 24, 2010, 11:48:38 PM »
Deleted

13
Modification Help / Re: HALP
« on: August 24, 2010, 11:13:08 PM »
Hello chek my other topic to see with waepons im makeing kk this topic will self destruct in   5 4 3 2 1 BOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOM   --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

14
Modification Help / Re: HALP
« on: August 05, 2010, 12:57:56 AM »
um how bout a rifle model give idea     


PS IM NOT A NOOB  :cookieMonster: :cookieMonster: :cookieMonster: :cookieMonster: :cookieMonster: :cookieMonster: :cookieMonster: :cookieMonster: :cookieMonster: :cookieMonster: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: cookiemonster happy :D

15
Modification Help / Re: HALP
« on: July 25, 2010, 01:15:02 PM »
how about a rocket minigun or a nuke that explodes evrywhere :cookieMonster: :cookieMonster: :cookieMonster: :cookieMonster: :cookieMonster: :cookieMonster: :cookieMonster: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie:

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