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Messages - ClearlyConfused

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1
Clan Discussion / Re: [MotB] Masters of the Bricks
« on: September 03, 2008, 09:46:53 AM »
Hes going to open, then close two days later

2
Clan Discussion / Re: [MotB] Masters of the Bricks
« on: September 03, 2008, 09:42:31 AM »
 :cookie: :cookie:

3
Clan Discussion / Re: [SoB] Salvation of Blockland
« on: August 22, 2008, 09:01:16 AM »
Where you at Cash, I got a treat for you.. :cookie: Now open up server

4
Clan Discussion / Re: [SoB] Salvation of Blockland
« on: August 21, 2008, 09:52:52 AM »
Like Werd? :cookieMonster: Hey i might be down for a day or two, network's got some bugs in it and its dragging down the connection. Great aint it? T1 running like a cable modem. I can use the internet but BL boggs down so i'll try to get around. DONT MESS UP MY BUILD! But you'll still get a  :cookie: for moderate improvements. No offense meant guys (SoB affiliates), but i would rather keep it a build between Cash and me for now

5
Suggestions & Requests / Re: Zors fire fighting mod
« on: July 18, 2008, 08:29:28 AM »
There was an issue with people not having the fire hose in Zor's firefighting mod. I never had an issue with this but seeing how everyone has been asking me about it when i host, here is the deal. In the "Item_FireFight.cs" file the was one mistake that add-ons/ was missing from /shapes/pistol.dts. Instead of trying to explain the two locations where the lines are here is the completed script for Item_FireFight.cs. To replace your current script go to "Start" then search for "Item_FireFight.cs". When its found open "Item_FireFight.cs" in notepad. When opened in notepad erase all of the lettering and copy/paste this following text in and save.

//arrow trail
datablock ParticleData(firewandTrailParticle)
{
 dragCoefficient  = 3.0;
 windCoefficient  = 0.0;
 gravityCoefficient = 0.0;
 inheritedVelFactor = 0.0;
 constantAcceleration = 0.0;
 lifetimeMS  = 200;
 lifetimeVarianceMS = 0;
 spinSpeed  = 10.0;
 spinRandomMin  = -50.0;
 spinRandomMax  = 50.0;
 useInvAlpha  = false;
 animateTexture  = false;
 //framesPerSec  = 1;
 
 textureName  = "base/data/particles/dot";
 //animTexName  = "~/data/particles/dot";
 
 // Interpolation variables
 colors[0] = "1 1 1 0.2";
 colors[1] = "1 1 1 0.0";
 sizes[0] = 0.2;
 sizes[1] = 0.01;
 times[0] = 0.0;
 times[1] = 1.0;
};
 
datablock ParticleEmitterData(firewandTrailEmitter)
{
   ejectionPeriodMS = 2;
   periodVarianceMS = 0;
 
   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;
 
   ejectionOffset = 0;
 
   thetaMin         = 0.0;
   thetaMax         = 90.0; 
 
   particles = firewandTrailParticle;
};
 
//effects
datablock ParticleData(firewandExplosionParticle)
{
 dragCoefficient      = 5;
 gravityCoefficient   = 0.1;
 inheritedVelFactor   = 0.2;
 constantAcceleration = 0.0;
 lifetimeMS           = 500;
 lifetimeVarianceMS   = 300;
 textureName          = "base/data/particles/chunk";
 spinSpeed  = 10.0;
 spinRandomMin  = -50.0;
 spinRandomMax  = 50.0;
 colors[0]     = "0.9 0.9 0.6 0.9";
 colors[1]     = "0.9 0.5 0.6 0.0";
 sizes[0]      = 0.25;
 sizes[1]      = 0.0;
};
 
datablock ParticleEmitterData(firewandExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "firewandExplosionParticle";
};
 
datablock ExplosionData(firewandExplosion)
{
   //explosionShape = "";
 
   lifeTimeMS = 150;
 
   particleEmitter = firewandExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;
 
   faceViewer     = true;
   explosionScale = "1 1 1";
 
   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;
 
   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};
 

//projectile
datablock ProjectileData(firewandProjectile)
{
   //projectileShapeName = "./shapes/arrow.dts";
 
   directDamage        = 0;
   directDamageType    = $DamageType::ArrowDirect;
 
   radiusDamage        = 0;
   damageRadius        = 0;
   radiusDamageType    = $DamageType::ArrowDirect;
 
   explosion           = firewandExplosion;
   //particleEmitter     = firewandTrailEmitter;
 
   muzzleVelocity      = 50;
   velInheritFactor    = 1;
 
   armingDelay         = 0;
   lifetime            = 150;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;
 
   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
};
 

//////////
// item //
//////////
datablock ItemData(firewandItem)
{
 category = "Weapon";  // Mission editor category
 className = "Weapon"; // For inventory system
 
  // Basic Item Properties
 shapeFile = "base/data/shapes/wand.dts";
 rotate = false;
 mass = 1;
 density = 0.2;
 elasticity = 0.2;
 friction = 0.6;
 emap = true;
 
 //gui stuff
 uiName = "Fire Wand";
 iconName = "./ItemIcons/wand";
 doColorShift = true;
 colorShiftColor = "0.400 0.196 0 1.000";
 
  // Dynamic properties defined by the scripts
 image = firewandImage;
 canDrop = true;
};
 
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(firewandImage)
{
   // Basic Item properties
   shapeFile = "base/data/shapes/wand.dts";
   emap = true;
 
   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = 0; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix( "0 0 10" );
 
   // 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 = true;
 
   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";
 
   // Projectile && Ammo.
   item = firewandItem;
   ammo = " ";
   projectile = firewandProjectile;
   projectileType = Projectile;
 
   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
 
   doColorShift = true;
   colorShiftColor = firewandItem.colorShiftColor;//"0.400 0.196 0 1.000";
 
   //casing = " ";
 
   // 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]  = "Fire";
 stateAllowImageChange[1]         = true;
 
 stateName[2]                    = "Fire";
 stateTransitionOnTimeout[2]     = "Reload";
 stateTimeoutValue[2]            = 0.05;
 stateFire[2]                    = true;
 stateAllowImageChange[2]        = false;
 stateSequence[2]                = "Fire";
 stateScript[2]                  = "onFire";
 stateWaitForTimeout[2]   = true;
 stateSound[2]     = bowFireSound;
 
 stateName[3]   = "Reload";
 stateSequence[3]                = "Reload";
 stateAllowImageChange[3]        = false;
 stateTimeoutValue[3]            = 0.5;
 stateWaitForTimeout[3]  = true;
 stateTransitionOnTimeout[3]     = "Check";
 
 stateName[4]   = "Check";
 stateTransitionOnTriggerUp[4] = "StopFire";
 stateTransitionOnTriggerDown[4] = "Fire";
 
 stateName[5]                    = "StopFire";
 stateTransitionOnTimeout[5]     = "Ready";
 stateTimeoutValue[5]            = 0.2;
 stateAllowImageChange[5]        = false;
 stateWaitForTimeout[5]  = true;
 //stateSequence[5]                = "Reload";
 stateScript[5]                  = "onStopFire";
 

};
 

datablock ParticleData(firehoseParticle)
{
 dragCoefficient      = 0;
 gravityCoefficient   = 0.8;
 inheritedVelFactor   = 1.0;
 constantAcceleration = 0.0;
 lifetimeMS           = 2500;
 lifetimeVarianceMS   = 20;
 textureName          = "base/data/particles/cloud";
 spinSpeed  = 10.0;
 spinRandomMin  = -50.0;
 spinRandomMax  = 50.0;
 colors[0]     = "0.000000 0.000000 1.000000 0.800000";
 colors[1]     = "0.000000 0.496063 1.000000 0.600000";
 
 sizes[0]      = 1;
 sizes[1]      = 1;
 
    times[0] = 2;
    times[1] = 2;
 
 useInvAlpha = false;
};
 
datablock ParticleEmitterData(firehoseEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 20;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 5;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   orientOnVelocity = true;
   particles = "firehoseParticle";
};
 
datablock ParticleData(firehoseExplosionParticle)
{
 dragCoefficient      = 2;
 gravityCoefficient   = 0.1;
 windCoefficient    = 1;
 inheritedVelFactor   = 0.0;
 constantAcceleration = 0.0;
 lifetimeMS           = 600;
 lifetimeVarianceMS   = 200;
 textureName          = "base/data/particles/cloud";
 spinSpeed  = 100.0;
 spinRandomMin  = -50.0;
 spinRandomMax  = 50.0;
 colors[0]     = "0.000000 0 1.000000 0.8";
 colors[1]     = "0.000000 0.496063 1.000000 0.600000";
 
 sizes[0]      = 1;
 sizes[1]      = 1.4;
 
 times[0]   = 2;
 times[1]   = 2;
 

 useInvAlpha = false;
};
datablock ParticleEmitterData(firehoseExplosionEmitter)
{
   ejectionPeriodMS = 40;
   periodVarianceMS = 0;
   ejectionVelocity = 3.5;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 35;
   thetaMax         = 85;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   orientOnVelocity = true;
   particles = "firehoseExplosionParticle";
};
 
datablock ExplosionData(firehoseExplosion)
{
   lifeTimeMS = 128;
 
   particleEmitter = firehoseExplosionEmitter;
   particleDensity = 10;
   particleRadius = 1;
   explosionScale = "1 1 1";
};
 
datablock ProjectileData(firehoseProjectile)
{
   directDamage        = 0;
   directDamageType = $DamageType::sword;
   explosion           = firehoseExplosion;
 
   muzzleVelocity      = 60;
   velInheritFactor    = 1;
 
   armingDelay         = 0;
   lifetime            = 2000;
   fadeDelay           = 0;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.8;
};
 
//////////
// item //
//////////
datablock ItemData(firehoseItem)
{
 category = "Weapon";  // Mission editor category
 className = "Weapon"; // For inventory system
 
  // Basic Item Properties
 shapeFile = "add-ons/shapes/pistol.dts";
 rotate = false;
 mass = 1;
 density = 0.2;
 elasticity = 0.2;
 friction = 0.6;
 emap = true;
 
 //gui stuff
 uiName = "Fire Hose";
 iconName = "./ItemIcons/gun";
 doColorShift = true;
 colorShiftColor = "0.0 0.500 0.100 1.000";
 
  // Dynamic properties defined by the scripts
 image = firehoseImage;
 canDrop = true;
};
 
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(firehoseImage)
{
   // Basic Item properties
   shapeFile = "add-ons/shapes/pistol.dts";
   emap = true;
 
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = 0;
   rotation = "1 0 0 0";
   correctMuzzleVector = true;
   className = "WeaponImage";
 
   // Projectile && Ammo.
   item = firehoseItem;
   ammo = " ";
   projectile = firehoseProjectile;
   projectileType = Projectile;
 
   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
 
   doRetraction = false;
 
   doColorShift = true;
   colorShiftColor = firehoseItem.colorShiftColor;//"0.400 0.196 0 1.000";
 
   //casing = " ";
 
   // 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";
 stateTransitionOnTriggerDown[0]  = "Fire";
 stateAllowImageChange[0]    = true;
 stateSound[0]      = sprayActivateSound;
 stateTransitionOnTimeout[0]    = "Ready";
 stateTimeoutValue[0]     = 0.01;
 
 stateName[1]                     = "Ready";
 stateTransitionOnTriggerDown[1]  = "Fire";
 stateTimeoutValue[1]     = 0.04;
 stateTransitionOnTimeout[1]    = "Ready";
 stateWaitForTimeout[1]     = true;
 stateAllowImageChange[1]    = true;
 stateEmitterTime[1]     = 0.07;
 
 stateName[2]                     = "Fire";
 stateTransitionOnTriggerUp[2]    = "StopFire";
 stateTransitionOnTimeout[2]    = "Fire";
 stateTimeoutValue[2]     = 0.04;
 stateWaitForTimeout[2]     = true;
 stateFire[2]      = true;
 stateAllowImageChange[2]    = true;
 stateSound[2]      = sprayFireSound;
 stateScript[2]      = "onFire";
 stateEmitter[2]      = firehoseEmitter;
 stateEmitterTime[2]     = 0.07;
 stateSequence[2]      = "fire";
 
 stateName[3]       = "StopFire";
 stateTransitionOnTimeout[3]    = "Ready";
 stateWaitForTimeout[3]     = true;
 stateAllowImageChange[3]    = true;
 stateSequence[3]      = "stopfire";
};


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