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Messages - RHK

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1
Creativity / Re: The new and improved 3D model topic!
« on: February 28, 2017, 12:14:54 AM »

MK12 Mod Showcase.

2
Creativity / Re: The new and improved 3D model topic!
« on: January 23, 2017, 11:17:53 PM »

PVZ Concrete Launcher, a little fun side-project i'm working on. Default weapon used by the Engineer.


3
Modification Help / Re: Touble with muzzle flash explosion
« on: January 01, 2017, 06:59:44 PM »
I got it working, locking this topic.

4
Modification Help / Touble with muzzle flash explosion
« on: January 01, 2017, 03:16:13 AM »
I'm trying to re-make the L4D2 weapons, but I'm having some trouble. I have a muzzle flash explosion that I'm trying to get working but the gun doesn't show up in-game.
This is the only part that I could have messed up on cause its the only part I've messed with so far.

Script part:
function P200Image::onFire(%this,%obj,%slot)
{
   if(vectorLen(%obj.getVelocity()) < 0.1 && (getSimTime() - %obj.lastShotTime) > 600)
   {
      %projectile = P200Projectile;
      %spread = 0.00001;
      %obj.playThread(2, plant);
   }
   else
   {
      %projectile = P200Projectile;
      %spread = 0.001;
      %obj.playThread(2, activate);
   }
   
   %obj.lastShotTime = getSimTime();

   %shellcount = 1;
   %obj.toolAmmo[%obj.currTool]--;

   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) * 10 * 3.1415926 * %spread;
      %y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %z = (getRandom() - 0.5) * 10 * 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);
   }

   {
      %projectile = "ATACFlashProjectile";
      %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) * 10 * 3.1415926 * %spread;
      %y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %z = (getRandom() - 0.5) * 10 * 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;
}

5
Help / Re: trouble with function P200Image::onFire
« on: January 01, 2017, 03:12:43 AM »
oops wrong section, locking this post and putting it elsewhere.

6
Help / trouble with function P200Image::onFire
« on: January 01, 2017, 03:08:19 AM »
I'm trying to re-make the Left 4 Dead weapons, but i'm having some trouble getting a muzzle flash explosion working.

Script part:
function P200Image::onFire(%this,%obj,%slot)
{
   if(vectorLen(%obj.getVelocity()) < 0.1 && (getSimTime() - %obj.lastShotTime) > 600)
   {
      %projectile = P200Projectile;
      %spread = 0.00001;
      %obj.playThread(2, plant);
   }
   else
   {
      %projectile = P200Projectile;
      %spread = 0.001;
      %obj.playThread(2, activate);
   }
   
   %obj.lastShotTime = getSimTime();

   %shellcount = 1;
   %obj.toolAmmo[%obj.currTool]--;

   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) * 10 * 3.1415926 * %spread;
      %y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %z = (getRandom() - 0.5) * 10 * 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);
   }

   {
      %projectile = "ATACFlashProjectile";
      %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) * 10 * 3.1415926 * %spread;
      %y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %z = (getRandom() - 0.5) * 10 * 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;
}

7
Creativity / Re: The new and improved 3D model topic!
« on: December 27, 2016, 12:33:49 AM »
Thanks for the feedback. I think I have a somewhat good looking gun. I re-did the sight, the slide, and added a stock.

Agony LMG:

8
Creativity / Re: The new and improved 3D model topic!
« on: December 26, 2016, 10:27:09 PM »
My first try at a blocky model.

Blocky LMG thing:

9
Creativity / Re: The new and improved 3D model topic!
« on: December 23, 2016, 04:26:03 AM »
Due to my computer breaking and me having to buy a new one i have to start from scratch :(
Here's what I've got so far.

Honeybadger


Glock-19


They are just basic models and will be improved upon once I get more models in-game.

10
Creativity / Re: The new and improved 3D model topic!
« on: August 14, 2016, 05:17:37 PM »
I've gotten more done today, started re-modelling the P226

I took pictures of the size of my guns in-game.

P226Combat (OLD)


PP2000


Spas12


Sorry for changing positions in the Screenshots, I was doing things while taking pictures :|
All of these are for an up-coming server, along with that crappy modter house in the background

11
Add-Ons / Re: [Hatmod] Tourettes guy hat
« on: August 13, 2016, 10:34:30 PM »

12
Creativity / Re: The new and improved 3D model topic!
« on: August 13, 2016, 08:50:05 PM »
A P226 Combat, needs to be re-modeled though :|



Slide pulled back, nothing fancy.



Hope you like it!

13
Drama / Re: Keemstar
« on: August 08, 2016, 10:59:51 PM »
Hey now you're a keemstar, get your hat on, MLG
Hey now you're a keemstar, get your sociopathy
And all we care about is neeeeeews, personal attacks and harassment is totally neeewwweees.

14
Modification Help / Re: Silent Valiance V.2 HOPE TO BE RELEASED
« on: August 08, 2016, 01:18:07 AM »
Could you help me with particles too? I suck.
Sure! I can help anyone with particles or even models, like shell casing or something.

OT: I remember the old topic, the models looked really cool. Can't wait to see what you've got in store this time.

15
Modification Help / Re: Silent Valiance V.2 HOPE TO BE RELEASED
« on: August 06, 2016, 08:48:51 PM »
I could help you with some stuff if you want, like muzzle flashes, smoke, hit particles, that sort of stuff cause I'm not good at all that other stuff :|

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