1
Modification Help / Re: Yuki's Weapon pack
« on: March 24, 2007, 11:17:47 PM »
Really? Why is that? I will stop posting for him now though.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
if(!isObject(jeepExplosionSound))
{
exec("./Support_Jeep.cs");
}
datablock ExplosionData(ChopperExplosion: jeepExplosion)
{
debrisNum = 0;
};
datablock ProjectileData(ChopperExplosionProjectile)
{
directDamage = 0;
radiusDamage = 5;
damageRadius = 0;
explosion = ChopperExplosion;
directDamageType = $DamageType::ChopperExplosion;
radiusDamageType = $DamageType::ChopperExplosion;
explodeOnDeath = 1;
armingDelay = 0;
lifetime = 10;
};
datablock ExplosionData(ChopperFinalExplosion)
{
//explosionShape = "";
lifeTimeMS = 150;
soundProfile = jeepExplosionSound;
emitter[0] = jeepFinalExplosionEmitter3;
emitter[1] = jeepFinalExplosionEmitter2;
particleEmitter = jeepFinalExplosionEmitter;
particleDensity = 20;
particleRadius = 1.0;
debris = jeepDebris;
debrisNum = 0;
debrisNumVariance = 0;
debrisPhiMin = 0;
debrisPhiMax = 360;
debrisThetaMin = 0;
debrisThetaMax = 20;
debrisVelocity = 18;
debrisVelocityVariance = 3;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "7.0 8.0 7.0";
camShakeAmp = "10.0 10.0 10.0";
camShakeDuration = 0.75;
camShakeRadius = 15.0;
// Dynamic light
lightStartRadius = 0;
lightEndRadius = 20;
lightStartColor = "0.45 0.3 0.1";
lightEndColor = "0 0 0";
//impulse
impulseRadius = 15;
impulseForce = 1000;
impulseVertical = 2000;
//radius damage
radiusDamage = 30;
damageRadius = 8.0;
//burn the players?
playerBurnTime = 5000;
};
datablock ProjectileData(ChopperFinalExplosionProjecti le)
{
directDamage = 0;
radiusDamage = 0;
damageRadius = 0;
explosion = ChopperFinalExplosion;
directDamageType = $DamageType::ChopperExplosion;
radiusDamageType = $DamageType::ChopperExplosion;
explodeOnDeath = 1;
armingDelay = 0;
lifetime = 10;
};
datablock FlyingVehicleData(ChopperVehicle)
{
//Tagged fields for mission editor
category = "Vehicles";
displayName = " ";
//Shapebase Fields
shapeFile = "./shapes/Chopper.dts"; //.dts File
emap = true;
mass = 200;
drag = 1.7;
density = 4;
maxDamage = 100.00;
destroyedLevel = 100.00;
energyPerDamagePoint = 160;
speedDamageScale = 1.04;
collDamageThresholdVel = 20.0;
collDamageMultiplier = 0.02;
//Tagged fields for mounting
minMountDist = 3;
numMountPoints = 7;
mountThread[0] = "sit";
mountThread[1] = "sit";
lookUpLimit = 0.75;
lookDownLimit = 0.35;
//Vehicle Fields:
jetForce = 500;
jetEnergyDrain = 8;
minJetEnergy = 1;
massCenter = "0 0 -1";
//massBox = "1 1 1";
bodyRestitution = 0.5;
bodyFriction = 0.5;
//softImpactSound = ; //AudioProfile
//hardImpactSound = ; //AudioProfile
minImpactSpeed = 25;
softImpactSpeed = 25;
hardImpactSpeed = 50;
minRollSpeed = 0;
maxSteeringAngle = 0.785;
maxDrag = 40;
minDrag = 50;
integration = 4;
collisionTol = 0.1;
contactTol = 0.1;
cameraRoll = false;
cameraMaxDist = 13;
cameraLag = 0.0;
cameraDecay = 0.0;
cameraOffset = 2.5;
cameraTilt = 0.0;
//dustEmitter = ; //ParticleEmitterData
triggerDustHeight = 3.0;
dustHeight = 1.0;
numDmgEmitterAreas = 0;
damageEmitter[0] = JeepBurnEmitter;
damageEmitterOffset[0] = "0.0 0.0 0.0 ";
damageLevelTolerance[0] = 0.99;
damageEmitter[1] = JeepBurnEmitter;
damageEmitterOffset[1] = "0.0 0.0 0.0 ";
damageLevelTolerance[1] = 1.0;
//splashEmitter[0] = ; //ParticleEmitterData
splashFreqMod = 300.0;
splashVelEpsilon = 0.50;
exitSplashSoundVelocity = 2.0;
softSplashSoundVelocity = 1.0;
mediumSplashSoundVelocity = 2.0;
hardSplashSoundVelocity = 3.0;
//exitingWater = ; //AudioProfile
//impactWaterEasy = ; //AudioProfile
//impactWaterMedium = ; //AudioProfile
//impactWaterHard = ; //AudioProfile
//waterWakeSound = ; //AudioProfile
collDamageThresholdVel = 20;
collDamageMultiplier = 0.05;
//For Wrench Gui
uiName = "Helicopter";
rideAble = true;
paintable = true;
//Flying vehicle fields
//jetSound = ; //AudioProfile
//engineSound = ; //AudioProfile
maneuveringForce = 6400;
horizontalSurfaceForce = 20;
verticalSurfaceForce = 20;
autoInputDamping = 0.55;
steeringForce = 1500;
steeringRollForce = 200;
rollForce = 10;
autoAngularForce = 1400;
rotationalDrag = 20;
autoLinearForce = 100;
maxAutoSpeed = 10;
hoverHeight = 2.0;
createHoverHeight = 2.0;
//forwardJetEmitter = ; //ParticleEmitterData
//backwardJetEmitter = ; //ParticleEmitterData
//downJetEmitter = ; //ParticleEmitterData
//trailEmitter = ; //ParticleEmitterData
minTrailSpeed = 1;
vertThrustMultiple = 1.0;
//Tagged fields for damage
initialExplosionProjectile = carpetExplosionProjectile;
initialExplosionOffset = 0; //offset only uses a z value for now
burnTime = 500;
finalExplosionProjectile = carpetFinalExplosionProjectil e;
finalExplosionOffset = 0.5; //offset only uses a z value for now
minRunOverSpeed = 2; //how fast you need to be going to run someone over (do damage)
runOverDamageScale = 5; //when you run over someone, speed * runoverdamagescale = damage amt
runOverPushScale = 1.2; //how hard a person you're running over gets pushed
};
1) Halo? not exactly blockland's target group...20 Sand dollars... lemme see. OH FU- I'm broke.
2) All of those spelling/grammar mistakes almost want me not to read your post.
3) The best publicity blockland can get is word of mouth. Play it in LAN with a couple of friends, or go to a lan party.
4) You make blockland sound boring.
5) "o and it cost 20 to play with no monthly fees" ==> 20 pennies? 20 pounds? 20 shells? 20 sand dollars?