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Topics - Khain

Pages: [1] 2 3 4 5 6 ... 8
1
General Discussion / blockland creators discord
« on: November 13, 2023, 02:52:48 PM »
hey guys its me can u send me the discord link for blockland people

thx

2
General Discussion / modeler 4 hire
« on: May 15, 2020, 07:57:57 AM »
ya u all know my models

if ur looking for a modeler im up, hmu

not 4 free tho but rly cheap models so ye hmu

3
Suggestions & Requests / model suggestions
« on: October 07, 2016, 10:20:58 PM »
hi guys, im modelling, I was looking for some unique designs of weapons, items, armors, anything.

thanks!!

4
Modification Help / Blockland's default font
« on: September 20, 2016, 12:31:04 PM »
hey guys, what's the blockland default font?

5
Help / my server does not show up in server list
« on: June 16, 2016, 10:42:16 AM »
So i've been having this problem whenever I host, people tell me my server is not on the server list but they're still able to join via Steam or using "Connect to IP"


6
Modification Help / how to add decals to a player model?
« on: June 13, 2016, 02:58:26 PM »
it's basically the title, but i'm really curious

how does applying decals and faces to a playermodel works? is it a node, what is it?

7
Add-Ons / Old School Colorful Weaponset
« on: December 10, 2015, 06:43:16 PM »
                                                                                                                                                   




click to download



Imagine your average classic blockland deathmatch, now give it color.



  credits: khain, armageddon
  (most guns don't have icons, so if you can make icons for them that'd be awesome!)

8
Gallery / The Dam & Colorful Alleyways
« on: December 12, 2014, 10:11:14 AM »
Hello guys, i'm here to release my two builds that have been sitting around for a while now, they're super simple but they have their own charm I guess. Also they're all default! Meant for anykind of DM, TDM, ZDM, whatever you've got on your mind!
(click the pictures for a download!)

The Dam:




Colorful Alleyways:




Have fun!

credits: bokeh arma khain wehrmacht conan

9
Modification Help / texturing in ms3d
« on: October 06, 2014, 04:07:53 PM »
so i have no idea how to apply textures in ms3d, not textures as in colors but like drawings, logos, that sort of thing.

could anyone teach me? that'd help me a lot

10
Modification Help / Manual Reloading Glitch
« on: September 27, 2014, 08:53:34 AM »
I've been using Cystalwarrior's HL2 Ammo System, but I've came to this glitch where I'm able to reload even when I got no ammo left. (0/0)

here's da code:

Code: [Select]
//########## Ammo System
if($KhainMods::Server::wstldrAmmoSystemVersion > 1)
{
return;
}

$KhainMods::Server::wstldrAmmoSystemVersion = 1;
function wstldrAmmoCheck(%this,%obj,%slot)
{
if(!$wstldrWeapons::ammoSystem)
{
return;
}

if(%obj.toolMag[%obj.currTool] $= "")
{
%obj.toolMag[%obj.currTool] = %this.item.maxmag;
}

if(%obj.toolAltMag[%this.item.altammotype] $= "" && %this.item.altmaxmag !$= "")
{
%obj.toolAltMag[%this.item.altammotype] = 0;//%this.item.altmaxmag;
}

if(%obj.toolAmmo[%this.item.ammotype] $= "")
{
%obj.toolAmmo[%this.item.ammotype] = $wstldrWeapons::AddAmmo[%this.item.ammotype];
}

if(%obj.toolMag[%obj.currTool] < 1)
{
%obj.toolMag[%obj.currTool] = 0;
%obj.setImageAmmo(0,0);
if(%obj.toolAmmo[%this.item.ammotype] < 1)
{
%obj.toolMag[%obj.currTool] = %obj.toolAmmo[%this.item.ammotype] = 0;
}
}

if(%obj.toolMag[%obj.currTool] > %this.item.maxmag)
{
%obj.toolMag[%obj.currTool] = %this.item.maxmag;
}
}

function wstldrAmmoOnReload(%this,%obj,%slot)
{
if(!$wstldrWeapons::ammoSystem)
{
return;
}
if($wstldrWeapons::Ammo)
{
if(%this.item.nochamber)
{
%a = %this.item.maxmag - %obj.toolMag[%obj.currTool];
if(%a > %obj.toolAmmo[%this.item.ammotype])
%a = %obj.toolAmmo[%this.item.ammotype];
%obj.toolMag[%obj.currTool] += %a;
%obj.toolAmmo[%this.item.ammotype] -= %a;
%obj.setImageAmmo(0,1);
}
else
{
if(%obj.toolMag[%obj.currTool] > 0)
{
%a = (%this.item.maxmag) - %obj.toolMag[%obj.currTool];
if(%a > %obj.toolAmmo[%this.item.ammotype])
%a = %obj.toolAmmo[%this.item.ammotype];
%obj.toolMag[%obj.currTool] += %a;
%obj.toolAmmo[%this.item.ammotype] -= %a;
%obj.setImageAmmo(0,1);
}
else
{
%a = %this.item.maxmag - %obj.toolMag[%obj.currTool];
if(%a > %obj.toolAmmo[%this.item.ammotype])
%a = %obj.toolAmmo[%this.item.ammotype];
%obj.toolMag[%obj.currTool] += %a;
%obj.toolAmmo[%this.item.ammotype] -= %a;
%obj.setImageAmmo(0,0);
}
}
}
else
{
if(%this.item.nochamber)
{
%obj.toolMag[%obj.currTool] = %this.item.maxmag;
%obj.setImageAmmo(0,1);
}
else
{
if(%obj.toolMag[%obj.currTool] > 0)
{
%obj.toolMag[%obj.currTool] = %this.item.maxmag;
%obj.setImageAmmo(0,1);
}
else
{
%obj.toolMag[%obj.currTool] = %this.item.maxmag;
%obj.setImageAmmo(0,0);
}
}
}
}

function wstldrAmmoOnReloadSingle(%this,%obj,%slot)
{
if(!$wstldrWeapons::ammoSystem)
{
return;
}
if($wstldrWeapons::Ammo)
{
%obj.toolMag[%obj.currTool]++;
%obj.toolAmmo[%this.item.ammotype]--;
if(%obj.toolAmmo[%this.item.ammotype] < 1) {
%obj.setImageAmmo(0,1);
return; }
else
%obj.setImageAmmo(0,0);
if(%obj.toolMag[%obj.currTool] < %this.item.maxmag)
%obj.setImageAmmo(0,0);
else
%obj.setImageAmmo(0,1);
}
else
{
%obj.toolMag[%obj.currTool]++;
if(%obj.toolMag[%obj.currTool] < %this.item.maxmag)
%obj.setImageAmmo(0,0);
else
%obj.setImageAmmo(0,1);
}
}

function wstldrDisplayAmmo(%this, %obj, %slot, %delay) {
if (!$wstldrWeapons::ShowAmmo || !isObject(%obj.client)) {
return;
}

if (%delay == -1) {
clearBottomPrint(%obj.client);
return;
}

%altMag = %obj.toolAltMag[%this.item.altAmmoType];

if (%altMag !$= "") {
%altAmmoText = "    " SPC %altmag;
}

if ($wstldrWeapons::Ammo == 0) {
%str = %obj.toolMag[%obj.currTool] @ "/" @ %this.item.maxMag;
}
else {
%str = %obj.toolMag[%obj.currTool] @ "/" @ %obj.toolAmmo[%this.item.ammoType];
}

%ammocol = "<color:FFFFFF>";
%str = %str SPC "<font:impact:22>" @ ( %altAmmoText !$= "" ? %altAmmoText SPC "<font:impact:20>ALT" : "" );
%obj.client.bottomPrint(%ammocol @ "<font:impact:22><just:right>" @ %str SPC "\n", %delay, 1);
}

package wstldrAmmoSystem
{
function gameConnection::onDeath( %client, %source, %killer, %type, %location )
{
wstldrDisplayAmmo(0, %client.player, %slot, -1);
parent::onDeath( %client, %source, %killer, %type, %location );
}

function Player::pickUp(%this,%item)
{
%data = %item.dataBlock;

if(%item.mag !$= "")
{
%mag = %item.mag;
}
%parent = parent::pickUp(%this,%item);
if(!%data.reload || !$wstldrWeapons::ammoSystem)
{
return %parent;
}

%slot = -1;
for(%i=0;%i<%this.dataBlock.maxTools;%i++)
{
if(isObject(%this.tool[%i]) && %this.tool[%i].getID() == %data.getID())
{
%slot = %i;
break;
}
}
if(%slot == -1)
{
return;
}
if(%mag !$= "")
{
%this.toolMag[%slot] = %mag;
}
else
{
%this.toolmag[%slot] = %data.maxmag;
}
}

function serverCmdDropTool(%client,%slot)
{
if(isObject(%client.player))
{
%item = %client.player.tool[%client.player.currTool];
$wstldrweaponMag = %client.player.toolMag[%client.player.currTool];
%client.player.toolMag[%client.player.currTool] = "";
}
parent::serverCmdDropTool(%client,%slot);
%client.player.unMountImage(0);
}

function ItemData::onAdd(%this,%obj)
{
parent::onAdd(%this,%obj);
if($wstldrweaponMag !$= "") { %obj.mag = $wstldrweaponMag; $wstldrweaponMag = ""; }
}

function serverCmdLight(%client)
{
if(isObject(%client.player)) {
%player = %client.player;
%image = %player.getMountedImage(0);
if(%image.item.reload && $wstldrWeapons::ammoSystem)
{
if(%player.getImageState(0) $= "Ready" || %player.getImageState(0) $= "Empty")
{
if(%player.toolMag[%player.currTool] < %image.item.maxmag)
{
if($wstldrWeapons::Ammo && %player.toolAmmo[%image.item.ammotype] < 1) { parent::serverCmdLight(%client); return; }
%player.setImageAmmo(0,0);
%player.Schedule(50,setImageAmmo,0,1);
}
else
parent::serverCmdLight(%client);
}
return;
}
}
parent::serverCmdLight(%client);
}

function Armor::onCollision(%this,%obj,%col,%a,%b,%c,%d,%e,%f)
{
if(%col.dataBlock.reload $= "" && %col.dataBlock.ammoBox $= "" || !$wstldrWeapons::Ammo || !$wstldrWeapons::ammoSystem)
{
if(%col.dataBlock.ammoBox)
{
return;
}
parent::onCollision(%this,%obj,%col,%a,%b,%c,%d,%e,%f);
return;
}

if(%col.dataBlock.ammoBox && ( %col.dataBlock.ammoType !$= "" || %col.dataBlock.altAmmoType !$= "" ) && %col.canPickup && %obj.getDamagePercent() < 1 && minigameCstar fishe(%obj.client,%col))
{
if( %col.dataBlock.ammoType $= "ALL" )
{
for(%i=0; %i < %obj.dataBlock.maxTools; %i++)
{
if(isObject(%obj.tool[%i]) && %obj.toolAmmo[%obj.tool[%i].ammotype] < $wstldrWeapons::MaxAmmo[%obj.tool[%i].ammotype])
{
%newAmmo = $wstldrWeapons::AddAmmo[%obj.tool[%i].ammotype];
if(%obj.toolAmmo[%obj.tool[%i].ammotype] + $wstldrWeapons::AddAmmo[%obj.tool[%i].ammotype] > $wstldrWeapons::MaxAmmo[%obj.tool[%i].ammotype])
{
%newAmmo = ( %obj.toolAmmo[%obj.tool[%i].ammotype] - $wstldrWeapons::MaxAmmo[%obj.tool[%i].ammotype] ) * -1;
%obj.toolAmmo[%obj.tool[%i].ammotype] = $wstldrWeapons::MaxAmmo[%obj.tool[%i].ammotype];
}
else
{
%obj.toolAmmo[%obj.tool[%i].ammotype] += $wstldrWeapons::AddAmmo[%obj.tool[%i].ammotype];
}
%item = %obj.tool[%obj.currTool];
for(%a = 0; %a <= 3; %a++)
{
if(%obj.line[%a] $= "")
{
//%obj.line[%a] = "<just:right><font:Tahoma:22><color:DBA901>+" @ %newAmmo SPC %obj.tool[%i].ammoType;
//break;
}
}
if( %item $= %obj.tool[%i] )
{
wstldrDisplayAmmo(%item.image, %obj, %obj.currTool);
}
}
}
for(%a = 0; %a <= 3; %a++)
{
if(%obj.line[%a] !$= "")
{
%text = %text @ %obj.line[%a] @ "<br>";
}
else
{
break;
}
}
commandToClient(%obj.client, 'centerPrint', %text, 2);
for(%a = 0; %a <= 4; %a++)
{
%obj.line[%a] = "";
}
}
else
{
for(%i=0; %i < %obj.dataBlock.maxTools; %i++)
{
if(isObject(%obj.tool[%i]) && %obj.tool[%i].ammotype $= %col.dataBlock.ammoType && %obj.toolAmmo[%obj.tool[%i].ammotype] < $wstldrWeapons::MaxAmmo[%obj.tool[%i].ammotype])
{
%obj.toolAmmo[%obj.tool[%i].ammotype] += $wstldrWeapons::AddAmmo[%obj.tool[%i].ammotype];
%newAmmo = $wstldrWeapons::AddAmmo[%obj.tool[%i].ammotype];
if(%obj.toolAmmo[%obj.tool[%i].ammotype] + $wstldrWeapons::AddAmmo[%obj.tool[%i].ammotype] > $wstldrWeapons::MaxAmmo[%obj.tool[%i].ammotype])
{
%newAmmo = ( %obj.toolAmmo[%obj.tool[%i].ammotype] - $wstldrWeapons::MaxAmmo[%obj.tool[%i].ammotype] ) * -1;
%obj.toolAmmo[%obj.tool[%i].ammotype] = $wstldrWeapons::MaxAmmo[%obj.tool[%i].ammotype];
}
else
{
%obj.toolAmmo[%obj.tool[%i].ammotype] += $wstldrWeapons::AddAmmo[%obj.tool[%i].ammotype];
}
%item = %obj.tool[%obj.currTool];
if( %item $= %obj.tool[%i] )
{
wstldrDisplayAmmo(%item.image, %obj, %obj.currTool);
}

//commandToClient(%obj.client, 'centerPrint', "<just:right><font:Tahoma:22><color:DBA901>+" @ %newammo SPC %obj.tool[%i].ammoType, 2);
}
else
{
if(isObject(%obj.tool[%i]) && %obj.tool[%i].altammotype $= %col.dataBlock.altammotype && %obj.toolAltMag[%obj.tool[%i].altammotype] < %obj.tool[%i].altmaxmag)
{   
%newAmmo = %col.dataBlock.altAmmoAdd;
if(%obj.toolAltMag[%obj.tool[%i].altammotype] + %col.dataBlock.altAmmoAdd > %obj.tool[%i].altmaxmag)
{
%newAmmo = (%obj.toolAltMag[%obj.tool[%i].altammotype] - %obj.tool[%i].altmaxmag) * -1;
%obj.toolAltMag[%obj.tool[%i].altammotype] = %obj.tool[%i].altmaxmag;
}
else
{
%obj.toolAltMag[%obj.tool[%i].altammotype] += %col.dataBlock.altAmmoAdd;
}
%item = %obj.tool[%obj.currTool];
if( %item $= %obj.tool[%i] )
{
wstldrDisplayAmmo(%item.image, %obj, %obj.currTool);
}
if( %newAmmo > 0 )
{
//commandToClient(%obj.client, 'centerPrint', "<just:right><font:Tahoma:22><color:DBA901>+" @ %newammo SPC %obj.tool[%i].altammotype, 2);
}
}
}
}
}
serverPlay3D(AmmoPickUpSound,%obj.getHackPosition());

//parent::onCollision(%this,%obj,%col,%a,%b,%c,%d,%e,%f);

if(isObject(%col.spawnBrick))
{
%col.fadeOut();
%col.schedule(%col.spawnBrick.itemRespawnTime,fadein);
}
else
{
%col.schedule(10,delete);
}
return;
}

for(%i=0; %i < %obj.dataBlock.maxTools; %i++)
{
if(isObject(%obj.tool[%i]) && %obj.toolAmmo[%obj.tool[%i].ammotype] < $wstldrWeapons::MaxAmmo[%obj.tool[%i].ammotype])
{
if(%obj.tool[%i].getName() $= %col.dataBlock && %col.canPickup && %obj.getDamagePercent() < 1 && minigameCstar fishe(%obj.client,%col))
{
if(isObject(%col.spawnBrick))
{
%newAmmo = $wstldrWeapons::AddAmmo[%obj.tool[%i].ammotype];
if(%obj.toolAmmo[%obj.tool[%i].ammotype] + $wstldrWeapons::AddAmmo[%obj.tool[%i].ammotype] > $wstldrWeapons::MaxAmmo[%obj.tool[%i].ammotype])
{
%newAmmo = ( %obj.toolAmmo[%obj.tool[%i].ammotype] - $wstldrWeapons::MaxAmmo[%obj.tool[%i].ammotype] ) * -1;
%obj.toolAmmo[%obj.tool[%i].ammotype] = $wstldrWeapons::MaxAmmo[%obj.tool[%i].ammotype];
}
else
{
%obj.toolAmmo[%obj.tool[%i].ammotype] += $wstldrWeapons::AddAmmo[%obj.tool[%i].ammotype];
}

serverPlay3D(wstldrPickUpSound,%obj.getHackPosition());
commandToClient(%obj.client, 'centerPrint', "<just:right><font:Tahoma:22><color:DBA901>+" @ %newAmmo SPC %obj.tool[%i].ammoType, 2);

%item = %obj.tool[%obj.currTool];
if( %item $= %obj.tool[%i] )
{
wstldrDisplayAmmo(%item.image, %obj, %obj.currTool);
}

%col.fadeOut();
%col.schedule(%col.spawnBrick.itemRespawnTime,fadein);
break;
}
else
{
%mag = %col.mag;
if(%mag !$= 0)
{
if(%mag $= "")
{
%mag = $wstldrWeapons::AddAmmo[%obj.tool[%i].ammotype];
}


%newAmmo = %mag;
if(%obj.toolAmmo[%obj.tool[%i].ammotype] + $wstldrWeapons::AddAmmo[%obj.tool[%i].ammotype] > $wstldrWeapons::MaxAmmo[%obj.tool[%i].ammotype])
{
%newAmmo = ( %obj.toolAmmo[%obj.tool[%i].ammotype] - $wstldrWeapons::MaxAmmo[%obj.tool[%i].ammotype] ) * -1;
%obj.toolAmmo[%obj.tool[%i].ammotype] = $wstldrWeapons::MaxAmmo[%obj.tool[%i].ammotype];
}
else
{
%obj.toolAmmo[%obj.tool[%i].ammotype] += %mag;
}
%col.mag = %mag - %newAmmo;
serverPlay3D(AmmoPickUpSound,%obj.getHackPosition());

if(%newAmmo > 0)
{
//commandToClient(%obj.client, 'centerPrint', "<just:right><font:Tahoma:22><color:DBA901>+" @ %newAmmo SPC %obj.tool[%i].ammoType, 2);
}
break;
respawn(%col);
}
}
%item = %obj.tool[%obj.currTool];
if( %item $= %obj.tool[%i] )
{
wstldrDisplayAmmo(%item.image, %obj, %obj.currTool);
}
}
}
}
parent::onCollision(%this,%obj,%col,%a,%b,%c,%d,%e,%f);
}
};
activatePackage(wstldrAmmoSystem);

11
Modification Help / h&k everything
« on: August 17, 2014, 09:03:11 PM »
hey guys, you probably know my stuff from h&k weaponry and all that.

well, i'm here to post every single model i have made for h&k, for you scripters out there who don't have modelling skills, or a modeler. i'm posting here all my models for your weapon needs, for your personal add-on or gamemode. Also for beginner modelers, i've posted source files such as .ms3d, .wings and .obj files so you can reverse engineer my models and thus improve your modelling ability. (they're really high poly but who cares lel), one extra note, I use .wings to model, so it's interesting you take a look at that, I use milkshape 3d to export my models and animations in general, it's not my modelling program.

anyway i hope you enjoy it for what it is, weapons. don't come hate on it because it's "generic weapons that lack originality". i'm tired of hearing that and you don't have to come here to tell me about it.

so yeah, make good use of it or something, here's some pictures for ur orgarms


















12
Gallery / Khain's Build Collection
« on: January 16, 2014, 08:18:06 PM »
KHAIN'S BUILD COLLECTION
some stuff i built last year/this year

URBAN BEACH:



The urban environment at it's best, and an iconic question about it, "where's the beach?"
criminality rates reach the sky and corrupt cops all over the place, it's that city where you see no one in the streets after sunset, i mean it's just gotham city in a classic fashion sort of thing.

THE UNDERPASS



Just your average secret military port with a taste of evil and global domination, originally built in the bedroom when it still existed, the underpass is probably responsible for all nuclear, flame attacks, and DDoS' out there. Recently one of their workers was exposed and terminated from Blockland.

THE FORGOTTEN TOWN



Once a happy and colorful city, now sadness and death. "The Forgotten Town", also known as KitchenVille, existed before the extermination of terrain and interior, an order from lord of shadows himself.
Fortunately, or unfortunately some lucky blockheads still managed to survive the iminent obliteration of the kitchen and this is basically what's left of it.

um u can rate if u wish idk but dont be rude plz im a very sensitive perso

13
Gallery / A Little Neighborhood
« on: July 09, 2013, 02:08:30 AM »
Just finished a small neighborhood thing with some friends.

It ended up looking real nice so I thought I'd share it with you guys!





14
Gallery / ARENA #01
« on: May 10, 2013, 11:20:18 PM »
Yeah so I built this today and I decided to share it with you guys!

Might be a little bland since there are no interiors but..





you may rate, and yeah I'll be posting a save as soon as I can.

15
Add-Ons / Fragment Grenade
« on: April 29, 2013, 04:32:17 PM »
Hi guys, I've had this sitting on my add-ons folder for a while.

It's a frag grenade, VERY similar to the old one, but was remade to fit in more damage, and as well a NEW model omfg!

Here's a picture for you:


(Click the image to download)

Credits:
HellsHero, Mr.Nobody, Khain, Navaro
... aaaand Vyacheslav for connecting me to Mr.Nobody <3

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