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Messages - magma

Pages: [1] 2
1
Suggestions & Requests / more Bot events
« on: April 11, 2013, 04:29:03 PM »
Glad to see bots are now becoming more native to Blockland...
though the possibilities seem rather limited outside minigames.

would it be possible to extend the GoToBrick event to include players? similar to the LookAt event.
also an event to let it use it's current tool/weapon would be nice (preferably with an toggle option, we have FireRelay event for an reason)

2
Modification Help / Re: sword don't slash
« on: March 01, 2009, 02:34:59 PM »
thanks, it works now as it could

3
Modification Help / Re: sword don't slash
« on: March 01, 2009, 08:33:14 AM »
It's at the very end.

Code: [Select]
//bad

function titanswordImage::onPreFire(%this, %obj, %slot)
{
%obj.playthread(2, fire);                                        //????? Fire? Where did this come from?
}



//good

function titanswordImage::onPreFire(%this, %obj, %slot)
{
%obj.playthread(2, armattack);                             //It should be armattack, like so
}


now it keeps slashing!

4
Modification Help / Re: sword don't slash
« on: February 23, 2009, 02:09:54 AM »
also didn't work!

5
Suggestions & Requests / Re: buildable cars
« on: February 19, 2009, 12:59:41 PM »
maybe it is possible in V11? (physical bricks)

6
Modification Help / Re: sword don't slash
« on: February 17, 2009, 10:41:18 AM »
didn't work

7
Modification Help / Re: sword don't slash
« on: February 16, 2009, 01:17:36 PM »
don't say its overpowered, i know that...

8
Modification Help / Re: sword don't slash
« on: February 16, 2009, 01:17:10 PM »
//sword.cs
datablock AudioProfile(titanswordDrawSound)
{
   filename    = "./swordDraw.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(titanswordHitSound)
{
   filename    = "./swordHit.wav";
   description = AudioClosest3d;
   preload = true;
};


//effects
datablock ParticleData(titanswordExplosionParticle)
{
   dragCoefficient      = 2;
   gravityCoefficient   = 1.0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   spinRandomMin = -90;
   spinRandomMax = 90;
   lifetimeMS           = 150;
   lifetimeVarianceMS   = 100;
   textureName          = "./spark";
   colors[0]     = "1 0.9 0.9 0.9";
   colors[1]     = "1 0 0 0.0";
   sizes[0]      = 0.55;
   sizes[1]      = 0.5;
};

datablock ParticleEmitterData(titanswordExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   ejectionVelocity = 12;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 45;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   orientParticles  = true;
   particles = "titanswordExplosionParticle";

   uiName = "titansword spark";
};

datablock ExplosionData(titanswordExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 500;

   soundProfile = titanswordHitSound;

   particleEmitter = titanswordExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

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

   shakeCamera = true;
   camShakeFreq = "20.0 22.0 20.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 3;
   lightEndRadius = 0;
   lightStartColor = "1.0 0.0 0.0";
   lightEndColor = "0 0 0";
};


//projectile
AddDamageType("titansword",   '<bitmap:add-ons/Weapon_titansword/CI_titansword> %1',    '%2 <bitmap:add-ons/Weapon_titansword/CI_titansword> %1',0.75,1);
datablock ProjectileData(titanswordProjectile)
{
   directDamage        = 50000;
   directDamageType  = $DamageType::titansword;
   radiusDamageType  = $DamageType::titansword;
   explosion           = titanswordExplosion;
   //particleEmitter     = as;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

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

   hasLight    = false;
   lightRadius = 7.5;
   lightColor  = "1 0 0";

   uiName = "titansword Slice";
};


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

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

   //gui stuff
   uiName = "Titan Sword";
   iconName = "./icon_titansword";
   doColorShift = true;
   colorShiftColor = "1 1 1 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(titanswordImage)
{
   // Basic Item properties
   shapeFile = "./titansword.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 = "0.7 1.2 -0.25";

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

   // Projectile && Ammo.
   item = titanswordItem;
   ammo = " ";
   projectile = titanswordProjectile;
   projectileType = Projectile;

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

   //casing = " ";
   doColorShift = false;
   colorShiftColor = "0.471 0.471 0.471 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]                    = titanswordDrawSound;

   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]            = 0.2;
   stateFire[3]                    = true;
   stateAllowImageChange[3]        = false;
   stateSequence[3]                = "Fire";
   stateScript[3]                  = "onFire";
   stateWaitForTimeout[3]      = true;

   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 titanswordImage::onPreFire(%this, %obj, %slot)
{
   %obj.playthread(2, fire);
}

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

9
Modification Help / sword don't slash
« on: February 15, 2009, 01:25:20 PM »
i just made a new sword, but it somehow doesn't slash like the normal one!
how can i fix this?

10
Suggestions & Requests / Re: Land Mines
« on: February 15, 2009, 05:51:20 AM »
i found a propaan tank that explode when it gets damaged...
could that maybe help?

11
Suggestions & Requests / Re: More Half Life 2 stuff?
« on: February 15, 2009, 05:46:45 AM »
city scanners maybe?
as vehicle?

12
Add-Ons / Re: G36K
« on: February 14, 2009, 03:59:34 PM »
the model somehow looks like a MX8 assult rifle

13
Modification Help / Re: How Do I Add mountPoints in Blender?
« on: February 14, 2009, 03:58:07 PM »
i don't use blender srry...

14
Modification Help / Re: How Do I Add mountPoints in Blender?
« on: February 14, 2009, 01:24:49 PM »
use joint and rename them (weapons also need muzzlePoint)

15
Suggestions & Requests / Re: javelin & addon creation
« on: February 13, 2009, 02:36:22 PM »
yes, i want the FGM-148 Javelin...
i guess it's easy to model and harder to script, but i think a homing script could help for direct attack but for top attacks i have no idea... also a homing script, but an other launch angle?

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