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Messages - 17speedy17

Pages: [1] 2 3 4
1
Add-Ons / Re: Delete Me!
« on: September 18, 2009, 11:47:43 PM »
Question speedy: How long are those supposed to take?
And keep these till he releases those.
Edit: FUUUUUU-
Quote
You made me feel like releasing the first half of the star wars pack, expect it on sunday or saturday night.

2
Add-Ons / Re: Delete Me!
« on: September 18, 2009, 11:45:57 PM »
:O well um... Thank you? You made me feel like releasing the first half of the star wars pack, expect it on sunday or saturday night.

3
Add-Ons / Re: Makanix's Lightsabers
« on: September 18, 2009, 11:44:18 PM »
im not i know some people put the blade in the other way. but in the video game and on the models it shows it coming out the other end

hmmm... The LEGO sets seem to have it the oposite way. Thats what i based it off of.

May I aske you a few questions? (again this is not to piss you off and im sorry if it does.)
Does it have animations?
Does it have a constant loop for just being activated?
Does it have a sound for swinging and a different one when an object is hit?

4
Add-Ons / Re: Makanix's Lightsabers
« on: September 18, 2009, 11:38:57 PM »
I know and I'm sure his are better
Im actually him on my friends log in at his house, im not trying to piss you off. Oh and heres the proof.

5
Add-Ons / Re: Makanix's Lightsabers
« on: September 18, 2009, 11:35:07 PM »
I know but I got tired of waiting and his are upsidedown
No they are not, but im just telling you to be prepared

6
Add-Ons / Re: Makanix's Lightsabers
« on: September 18, 2009, 11:28:36 PM »
Please know these have been made and intended to release, so dont get mad when they are. Dalek is banned so he asked me to post it for him when its finished
http://forum.blockland.us/index.php?topic=78721.0


User was banned for this post

7
Modification Help / Re: Frost Glove error
« on: July 04, 2009, 01:06:27 PM »
Thank you

8
Modification Help / Re: Frost Glove error
« on: July 04, 2009, 12:50:37 PM »
Code: [Select]
Loading Add-On: Weapon_FrostGlove (CRC:-830455815)
Add-Ons/Weapon_FrostGlove/Weapon_FrostGlove.cs Line: 212 - Syntax error.
>>> Some error context, with ## on sides of error halt:
^stateSequence[3]                = "Fire";

^stateWaitForTimeout[3]^^= true;



};



function frostImage::onPreFire(%this, %obj, %slot)

{

^%obj.playthread(2, armattack);

}



function frostImage::onStopFire(%this, %obj, %slot)

{^

^%obj.playthread(2, root);

} ;##
##


function frostimage::onMount(%this,%user)

{

^%user.playthread(1,root);

^if(%user.paraing)

^{

^^return;

^}

^

^%user.mountimage(frost1image, 2);

^%obj = %user;

^%obj.hidenode(RHand);

^%obj.hidenode(RHook);

}



function frosrimage::onUnMount(%this,%user)
>>> Error report complete.

ADD-ON "Weapon_FrostGlove" CONTAINS SYNTAX ERRORS

9
Modification Help / Re: Frost Glove error
« on: July 04, 2009, 12:40:13 PM »
ok

10
Modification Help / Re: Frost Glove error
« on: July 04, 2009, 12:25:23 PM »
bump

11
Modification Help / Re: Frost Glove error
« on: July 04, 2009, 12:10:12 PM »
Code: [Select]
//frost.cs
datablock AudioProfile(frostHitSound)
{
   filename    = "./frostHit.wav";
   description = AudioClosest3d;
   preload = true;
};


//effects
datablock ParticleData(frostExplosionParticle)
{
   dragCoefficient      = 2;
   gravityCoefficient   = 1.0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   spinRandomMin = -90;
   spinRandomMax = 90;
   lifetimeMS           = 500;
   lifetimeVarianceMS   = 300;
   textureName          = "base/data/particles/chunk";
   colors[0]     = "0.7 0.7 0.9 0.9";
   colors[1]     = "0.9 0.9 0.9 0.0";
   sizes[0]      = 0.5;
   sizes[1]      = 0.25;
};

datablock ParticleEmitterData(frostExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 60;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "frostExplosionParticle";

   uiName = "Frost Hit";
};

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

   soundProfile = frostHitSound;

   particleEmitter = frostExplosionEmitter;
   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 = "00.0 0.2 0.6";
   lightEndColor = "0 0 0";
};


//projectile
AddDamageType("frost",   '<bitmap:add-ons/Weapon_frost/CI_frost> %1',    '%2 <bitmap:add-ons/Weapon_frost/CI_frost> %1',0.75,1);
datablock ProjectileData(frostProjectile)
{
   directDamage        = 35;
   directDamageType  = $DamageType::frost;
   radiusDamageType  = $DamageType::frost;
   explosion           = frostExplosion;
   //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";

   uiName = "Frost";
};


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

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

//gui stuff
uiName = "Frost Glove";
iconName = "./icon_frost";
doColorShift = true;
colorShiftColor = "0.471 0.471 0.471 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(frostImage)
{
   // Basic Item properties
   shapeFile = "./frost.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 = frostItem;
   ammo = " ";
   projectile = frostProjectile;
   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 = "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]                    = weaponSwitchSound;

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]     = "Ready";
stateTimeoutValue[3]            = 0.2;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateWaitForTimeout[3] = true;

};

function frostimage::onMount(%this,%user)
{
%user.playthread(1,root);
if(%user.paraing)
{
return;
}

%user.mountimage(frost1image, 2);
%obj = %user;
%obj.hidenode(RHand);
%obj.hidenode(RHook);
}

function frosrimage::onUnMount(%this,%user)
{
if(%user.frosting)
{
return;
}
%user.unmountimage(2);
%user.client.applybodyparts();
}

12
Modification Help / Re: Frost Glove error
« on: July 04, 2009, 01:28:12 AM »
bump

13
Modification Help / Frost Glove error
« on: July 04, 2009, 01:07:52 AM »
A friend and I are working on a glove which hides the hand node and replaces it with with a glove, you fire and the fingers move out and the glove shoots a frost ball. But I got this Syntac error.

Code: [Select]
Loading Add-On: Weapon_FrostGlove (CRC:-830455815)
Add-Ons/Weapon_FrostGlove/Weapon_FrostGlove.cs Line: 212 - Syntax error.
>>> Some error context, with ## on sides of error halt:
^stateSequence[3]                = "Fire";

^stateWaitForTimeout[3]^^= true;

14
Add-Ons / Re: Halo 3 Mongoose v4
« on: April 27, 2009, 05:57:06 PM »
I think this is great, nice job.

15
Add-Ons / Re: Spartan Laser v5
« on: April 17, 2009, 01:43:41 PM »
Yay, finaly I can make vehicals go flying away for ever!

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