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Topics - cloncomando411

Pages: [1] 2
1
Drama / I say goodbye,for all of you.
« on: July 13, 2015, 07:31:44 AM »
Lets be honest here,i like all of you and you hate me.
The cycle repeats.
I get trolled.
You think that i'm stuffposting.
Its over.
You may now dance and have a party because nobody liked me here
.







User was banned for this post

2
Add-Ons / No.
« on: July 12, 2015, 03:20:30 PM »
I quit.

3
Suggestions & Requests / A working rc car...
« on: July 12, 2015, 10:31:28 AM »
STOP THERE!
THE RC SAPPER CAN BE ALTERNATIVE SURE,BUT I MEAN A ACCTUALY WORKING RC CAR!
Back to topic,if there would be a real modeled,scripted rc car out there.
That would be nice.
I tried editing the rc sapper but it did not feel like it was a rc car...
Anybody out there?

5
Drama / Ares2 - I gues telling rules to the server is bannable?
« on: July 01, 2015, 01:21:16 PM »
So i had this little story tonight and sure i know i was getting alot of hate in the past but i have changed now.
There was this server hosted by Ares2's BEDROOM FORTWARS!
So of course wanted to see what is it/how good it is.
The server was decent (if you think static maps bedroom + a really admin that does not give any warnings is fine),so after i have made a base
i decided to use a little bit of VCE (i got banned for using it)
And of course,i did not get any warning.

But now your saying "But luigi you dumbass that was in the rules"... right?
WRONG!
The server had only 2 rules:
One was to make sure you have a base and another one was not to build kill.
A little backstory there,i was not banned for VCE but for "buildkilling"

Anyway later i asked the admin about the rules ^^^^
He told me to read the welcome message,after that even though i knew the rules.
I read the rules to everybody and told them that they can spam,use jets,VCE and stuff like that
And that the rules say nothing like "you cant do it"

After i said that i told the real rules.
That you must have a base and not kill people with lig-

What the?
Suddenly a ban looked more like this:

/discuss

6
Would anybody care if i would make a edit of popular addones with the doom centering and sounds?
I already made a UTA edit with doom sounds and the centering?
Will anybody care?
I saw alot of posts saying that we need doom weapons,so why not make them?

7
Hello everybody i made a another edit and for people who want a better faster way for the top down player use i mdae this.
I edited the top down player speed to quake player speed and now its hotline miami style,anyway back to the topic!
The link to my gamemode is here: http://www.mediafire.com/download/soq3uicnk4iu1ob/Top+Down+Player+Lost+City%21.rar
Hope you will enjoy it!
No pix no clix? Well forget you.

8
I'm really a newbie coder and like i said i can only edit and remove,anyway i was wondering how can i make the gore stay on the ground rather than falling through it.
Also how do i remove the PUFF/Smoke after the player dies.
Here is the code:
Code: [Select]
datablock ShapeBaseImageData(skeleribImage)
{
shapeFile = "./skelerib.dts";
emap = false;
mountPoint = 2;
offset = "0 0 -0.6";
eyeOffset = "0 0 0.4";
rotation = eulerToMatrix("0 0 0");
scale = "1 1 1";
doColorShift = false;
colorShiftColor = "0.000 0.500 0.250 1.000";
};

datablock DebrisData(skeleheadDebris)
{
   shapeFile = "./skelehead.dts";
   lifetime = 10;
   lifetimeVariance = 2;
   minSpinSpeed = -3000;
   maxSpinSpeed = 3000;
   elasticity = 0.4;
   friction = 0.1;
   numBounces = 10;
   staticOnMaxBounce = true;
   fade = true;
   gravModifier = 0.8;
};
datablock DebrisData(handDebris : headDebris)
{
   shapeFile = "./hand.dts";
   lifetime = 10;
   lifetimeVariance = 2;
   minSpinSpeed = -3000;
   maxSpinSpeed = 3000;
   elasticity = 0.4;
   friction = 0.1;
   numBounces = 10;
   staticOnMaxBounce = true;
   fade = true;
   gravModifier = 0.8;
};
datablock DebrisData(handLeftDebris : headDebris)
{
   shapeFile = "./handLeft.dts";
   lifetime = 10;
   lifetimeVariance = 2;
   minSpinSpeed = -3000;
   maxSpinSpeed = 3000;
   elasticity = 0.4;
   friction = 0.1;
   numBounces = 10;
   staticOnMaxBounce = true;
   fade = true;
   gravModifier = 0.8;
};
datablock DebrisData(skeleshoulderDebris : headDebris)
{
   shapeFile = "./skeleshoulder.dts";
   lifetime = 10;
   lifetimeVariance = 2;
   minSpinSpeed = -3000;
   maxSpinSpeed = 3000;
   elasticity = 0.4;
   friction = 0.1;
   numBounces = 10;
   staticOnMaxBounce = true;
   fade = true;
   gravModifier = 0.8;
};
datablock DebrisData(footDebris : headDebris)
{
   shapeFile = "./foot.dts";
   lifetime = 10;
   lifetimeVariance = 2;
   minSpinSpeed = -3000;
   maxSpinSpeed = 3000;
   elasticity = 0.4;
   friction = 0.1;
   numBounces = 10;
   staticOnMaxBounce = true;
   fade = true;
   gravModifier = 0.8;
};
datablock ExplosionData(SkeletalDeathExplosion1)
{
   lifetimeMS = 333;
   particleEmitter = "smallBloodParticle";
   debrisNumVariance      = 0;
   debrisPhiMin           = 0;
   debrisPhiMax           = 360;
   debrisThetaMin         = 5;
   debrisThetaMax         = 105;
   debrisVelocity         = 5;
   debrisVelocityVariance = 1;

   debris = skeleheadDebris;
   debrisNum = 1;

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

   shakeCamera = false;

   lightStartRadius = 0;
   lightEndRadius = 0;

   impulseRadius = 100;
   impulseForce = 100;

   radiusDamage = 0;
   damageRadius = 0;
};
datablock ExplosionData(SkeletalDeathExplosion2 : SkeletalDeathExplosion1)
{
   debris = footDebris;
   debrisNum = 30;
};
datablock ExplosionData(SkeletalDeathExplosion3 : SkeletalDeathExplosion1)
{
   debris = skeleshoulderDebris;
   debrisNum = 30;
};
datablock ExplosionData(SkeletalDeathExplosion4 : SkeletalDeathExplosion1)
{
   debris = handDebris;
   debrisNum = 1;
};
datablock ExplosionData(SkeletalDeathExplosion5 : SkeletalDeathExplosion1)
{
   debris = handLeftDebris;
   debrisNum = 1;
};
datablock ExplosionData(SkeletalDeathExplosion : SkeletalDeathExplosion1)
{
   lifeTimeMS = 1000000;

   //particleEmitter = "smallBloodParticle";
   particleDensity = 45;
   particleRadius  = 2.5;

   debris = skeleheadDebris;
   debrisNum = 1;

   soundProfile = SkeletalDeathExplosionSound;

   //emitter[0] = "";

   subExplosion[0] = SkeletalDeathExplosion1;
   subExplosion[1] = SkeletalDeathExplosion2;
   subExplosion[2] = SkeletalDeathExplosion3;
   subExplosion[3] = SkeletalDeathExplosion4;
   subExplosion[4] = SkeletalDeathExplosion5;
};

datablock ProjectileData(SkeletalDeathExplosionProjectile)
{
   projectileShapeName = "base/data/shapes/empty.dts";
   directDamage     = 10;
   directDamageType = $DamageType::Default; //Damagetype default actually does no damage
   radiusDamageType = $DamageType::Default;
   impactImpulse    = 10;
   verticalImpulse  = 10;
   explosion        = SkeletalDeathExplosion;

   brickExplosionRadius            = 0;
   brickExplosionImpact            = false;
   brickExplosionForce             = 0;
   brickExplosionMaxVolume         = 0;
   brickExplosionMaxVolumeFloating = 0;

   muzzleVelocity   = 1;
   velInheritFactor = 1;

   lifetime         = 10;
   bounceElasticity = 0;
   bounceFriction   = 0;
   isBallistic    = false;
   explodeOnDeath = true;
   hasLight       = false;
};
package SkeletalDeath
{
   function armor::onDisabled(%data, %obj, %enabled)
   {
      %obj.hideNode("ALL");
      %obj.mountimage(skeleribImage,2);
      %obj.unMountImage(0);
      %obj.unMountImage(1);
      %proj = new Projectile()
      {
         scale = %obj.getScale();
         dataBlock = SkeletalDeathExplosionProjectile;
         initialVelocity = %obj.getVelocity();
         initialPosition = %obj.getPosition();
         sourceObject = %obj;
         sourceSlot = 0;
         client = %obj.client;
      };
      MissionCleanup.add(%proj);
      %z = getWord(%obj.getScale(),2);
      Parent::onDisabled(%data, %obj, %enabled);
   }
};
activatePackage(SkeletalDeath);


datablock AudioProfile(goryExplosionSound)
{
   filename    = "./splat.wav";
   description = AudioClosest3d;
   preload = false;
};

datablock ParticleData(goreParticle)
{
   dragCoefficient      = 6;
   gravityCoefficient   = 0.6;
   inheritedVelFactor   = 0.5;
   constantAcceleration = 0;
   lifetimeMS           = 2000;
   lifetimeVarianceMS   = 1000;
   textureName          = "./pain";
   spinSpeed      = 0;
   spinRandomMin  = -100;
   spinRandomMax   = 100;
   colors[0]     = "1 0 0 1";
   colors[1]     = "0.8 0 0 0.9 ";
   colors[2]     = "0.5 0 0 0";
   sizes[0]      = 1;
   sizes[1]      = 2.5;
   sizes[2]      = 0.65;
   times[1] = 0.5;
   times[2] = 1;
   useInvAlpha = true;
};
datablock ParticleEmitterData(goreEmitter)
{
   ejectionPeriodMS = 10;
   periodVarianceMS = 0;
   ejectionVelocity = 10;
   velocityVariance = 5;
   ejectionOffset   = 0.25;
   thetaMin         = 5;
   thetaMax         = 105;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "goreParticle";

   uiName = "Gore";
};

datablock ParticleData(smallBloodParticle)
{
   dragCoefficient = 3;
   gravityCoefficient = 0.5;
   inheritedVelFactor = 0.3;
   constantAcceleration = 0;
   lifetimeMS         = 10000;
   lifetimeVarianceMS = 5000;
   textureName = "base/data/particles/dot";
   spinSpeed     = 0;
   spinRandomMin = -20;
   spinRandomMax = 20;
   colors[0] = "0.6 0 0 1";
   colors[1] = "0.5 0 0 0.9 ";
   colors[2] = "0.4 0 0 0";
   sizes[0] = 0.06;
   sizes[1] = 0.09;
   sizes[2] = 0.04;
   times[1] = 0.5;
   times[2] = 1;
   useInvAlpha = true;
};

datablock ParticleEmitterData(smallBloodEmitter)
{
   ejectionPeriodMS = 2;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.2;
   ejectionOffset   = 0;
   thetaMin = 0;
   thetaMax = 180;
   phiReferenceVel = 0;
   phiVariance     = 360;
   overrideAdvance = false;
   lifetimeMS = 10000;
   particles = "smallBloodParticle";

   uiName = "Bleed";
};

datablock ParticleData(bigBloodParticle)
{
   dragCoefficient      = 2;
   gravityCoefficient   = 0.7;
   inheritedVelFactor   = 0.4;
   constantAcceleration = 0;
   lifetimeMS         = 10000;
   lifetimeVarianceMS = 5000;
   textureName = "base/data/particles/cloud";
   spinSpeed     = 0;
   spinRandomMin = -400;
   spinRandomMax = 400;
   colors[0] = "0.7 0 0 1";
   colors[1] = "0.6 0 0 0.9 ";
   colors[2] = "0.45 0 0 0";
   sizes[0]  = 0.2;
   sizes[1]  = 0.25;
   sizes[2]  = 0.17;
   times[1]  = 0.5;
   times[2]  = 1;
   useInvAlpha = true;
};

datablock ParticleEmitterData(bigBloodEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 1.5;
   ejectionOffset   = 0.2;
   thetaMin         = 0;
   thetaMax         = 105;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "bigBloodParticle";

   uiName = "Blood";
};

datablock DebrisData(boneChunkDebris)
{
   emitters = smallBloodEmitter;

   shapeFile = "./chunk.dts";
   lifetime = 10;
   lifetimeVariance = 2;
   minSpinSpeed = -3000;
   maxSpinSpeed = 3000;
   elasticity = 0.4;
   friction = 0.1;
   numBounces = 10;
   staticOnMaxBounce = true;
   fade = true;
   gravModifier = 1.0;
};
datablock DebrisData(boneChunkDebris2 : boneChunkDebris)
{
   shapeFile = "./hand.dts";
};
datablock DebrisData(boneChunkDebris3 : boneChunkDebris)
{
   shapeFile = "./shoe.dts";
};
datablock ExplosionData(gorySubExplosion1) //Gotta make sub-explosions first because an explosion has to exist to be a part of another explosion...
{
   lifetimeMS = 333;
   particleEmitter = "";
   debris = boneChunkDebris2;
   debrisNum              = 2;
   debrisNumVariance      = 0;
   debrisPhiMin           = 0;
   debrisPhiMax           = 360;
   debrisThetaMin         = 5;
   debrisThetaMax         = 105;
   debrisVelocity         = 10;
   debrisVelocityVariance = 4;

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

   shakeCamera = false;

   lightStartRadius = 0;
   lightEndRadius = 0;

   impulseRadius = 100;
   impulseForce = 100;

   radiusDamage = 0;
   damageRadius = 0;

   uiName = ""; //This will spawn alongside Gory Explosion if that is used on a brick anyway.
};
datablock ExplosionData(gorySubExplosion2 : gorySubExplosion1)
{
   debris = boneChunkDebris3;
};
datablock ExplosionData(goryExplosion : gorySubExplosion1)
{
   lifeTimeMS = 500;

   particleEmitter = goreEmitter;
   particleDensity = 45;
   particleRadius  = 2.5;

   debris = boneChunkDebris;
   debrisNum = 6;

   soundProfile = goryExplosionSound;

   emitter[0] = goreEmitter;
   emitter[1] = bigBloodEmitter;
   emitter[2] = smallBloodEmitter;

   subExplosion[0] = gorySubExplosion1;
   subExplosion[1] = gorySubExplosion2;

   uiName = "Gory Explosion";
};
datablock ExplosionData(goryDeathExplosion : deathExplosion)
{
   particleEmitter = goreEmitter;
   particleDensity = 40;
   particleRadius = 1.5;
   emitter[0] = bigBloodEmitter;
   emitter[1] = smallBloodEmitter;
   emitter[2] = goreEmitter;
   lifetimeMS = 500;
   offset = 0.5;
   lightStartRadius = 0;
   lightEndRadius = 0;
};
datablock projectileData(goryDeathExplosionProjectile : deathProjectile)
{
   explosion = goryDeathExplosion;
};
deathProjectile.explosion = "";

datablock ProjectileData(goryExplosionProjectile)
{
   projectileShapeName = "base/data/shapes/empty.dts";
   directDamage     = 10;
   directDamageType = $DamageType::Default; //Damagetype default actually does no damage
   radiusDamageType = $DamageType::Default;
   impactImpulse    = 10;
   verticalImpulse  = 10;
   explosion        = goryExplosion;

   brickExplosionRadius            = 0;
   brickExplosionImpact            = false;
   brickExplosionForce             = 0;
   brickExplosionMaxVolume         = 0;
   brickExplosionMaxVolumeFloating = 0;

   muzzleVelocity   = 1;
   velInheritFactor = 1;

   lifetime         = 10;
   bounceElasticity = 0;
   bounceFriction   = 0;
   isBallistic    = false;
   explodeOnDeath = true;
   hasLight       = false;

   uiName = "Gory Explosion";
};

datablock ShapeBaseImageData(BloodPainLowImage : painLowImage) { stateEmitter[1] = "smallBloodEmitter"; };
datablock ShapeBaseImageData(BloodPainMidImage : painMidImage) { stateEmitter[1] = "bigBloodEmitter"; };
datablock ShapeBaseImageData(BloodPainHighImage : painHighImage) { stateEmitter[1] = "goreEmitter"; };

package BLOODYPAIN
{
   function Player::emote(%this,%image)
   {
      if(getSubStr(%image,0,7) $= "painLow")
         %image = BloodPainLowImage;
      if(getSubStr(%image,0,7) $= "painMid")
         %image = BloodPainMidImage;
      if(getSubStr(%image,0,7) $= "painHig")
         %image = BloodPainHighImage;
      Parent::emote(%this,%image);
   }
};
if(isPackage(newPain) == false)
{
   activatePackage(BLOODYPAIN);
}
else
{
   error("Chrono's \"New Pain\" add-on detected - not using new pain effects.");
}

datablock ShapeBaseImageData(BloodyImage : playerTeleportImage)
{
   stateTimeoutValue[1] = 10;
   stateEmitter[1]      = bigBloodEmitter;
   stateEmitterTime[1]  = 10;
};
function BloodyImage::onDone(%this, %obj, %slot)
{
   %obj.unMountImage(0);
}

package GORYDEATH
{
   function armor::onDisabled(%data, %obj, %enabled)
   {
      %obj.hideNode("ALL");
         %obj.unHideNode(femchest);
         %obj.unHideNode(pants);
         %obj.unhideNode(larmslim);
         %obj.unhidenode(rarmslim);
         %obj.unHideNode(headskin);
         %obj.setDecalName("AAA-None");
         %obj.setNodeColor("ALL","0.7 0 0 1");
      %obj.unMountImage(0);
      %obj.unMountImage(1);
      %obj.mountImage(BloodyImage,0);
      %proj = new Projectile()
      {
         scale = %obj.getScale();
         dataBlock = goryExplosionProjectile;
         initialVelocity = %obj.getVelocity();
         initialPosition = %obj.getPosition();
         sourceObject = %obj;
         sourceSlot = 0;
         client = %obj.client;
      };
      MissionCleanup.add(%proj);
      %z = getWord(%obj.getScale(),2);
      %obj.schedule(5000, spawnExplosion, goryDeathExplosionProjectile, %z);
      Parent::onDisabled(%data, %obj, %enabled);
   }
};
activatePackage(GORYDEATH);







exec("./Script_Instagib.cs");

I hope you can help me guys.

9
Modification Help / Brutal Blockland [FINNALY NEW UPDATE!]
« on: June 15, 2015, 07:11:36 AM »

Hello everybody,Luigi here!
Have you ever wished to have brutal doom in blockland?
Well holy stuff dude your lucky.
Whatever you say this mod is only good when you use it with the SMM Blood.
This gory massacre is a edited version of the masterlegodude's skeletal death mod and Amade's Blood and gore mod together!
Well technicaly its still in development,but to be honest its almost done.
But anyway let me tell you its gonna be like


Exciting isn't it?
Now let me demonstrate the mod current "goryness"!

https://www.youtube.com/watch?v=9q5R2eAzJzk&feature=youtu.be
Well for all of you beta testers right now this is the current state of the mod you saw in the video: http://www.mediafire.com/download/vjn3jru7jn4x8uz/Brutal+Blockland.rar
NEW UPDATE!

I added more flying body parts and a better gore texture.
i added more gore,more blood.
Next (last) update will add better models of the player body.
The video is up here: COMING UP SOON!
And the link for beta testers: http://www.mediafire.com/download/drpyg4sk59urhwy/Brutal+Blockland+v.2.rar
ENJOY

10

Hello everybody,Luigi here!
Have you ever wished to have brutal doom in blockland?
Well holy stuff dude your lucky.
Whatever you say this mod is only good when you use it with the SMM Blood.
This gory massacre is a edited version of the masterlegodude's skeletal death mod and Amade's Blood and gore mod together!
Well technicaly its still in development,and i hope anybody would help me with the whole randomized flying body parts.
But anyway let me tell you its gonna be like

Exciting isn't it?
Now let me demonstrate the mod current "goryness"!

https://www.youtube.com/watch?v=9q5R2eAzJzk&feature=youtu.be

11
Help / Gravity projectiles
« on: June 05, 2015, 03:40:27 PM »
Hello guys i really need help with a new addone i though i should make.
I was trying to make the fludd addone by
Into a splatoon paint gun.
I though it was a good idea to add gravity to the gun because i wanted to make it just like in the game.
But then i realized by editing the gravity code i seen there i only edited the emitter gravity.
But not the projectile.
Anybody can help?
Code: [Select]
$FLUDD::MaxWater = 1000; //*
//Suggested to at least be 250

$FLUDD::StartWithWater = false;
//Start with a full tank of water?

$FLUDD::DropWaterBottleOnDeath = false;
//When you die, drop a water bottle that can be picked up to
//fill up your FLUDD's tank some/all the way.

$FLUDD::RotateWaterBottle = true;
//Do we want water bottles to spin in around in circles?

$FLUDD::DisplayWaterBottleValue = false;
//Display how much water is in water bottles dropped by
//players?

$FLUDD::WaterBottleDieTime = 12000;
//How long do water bottles take to disappear after they've
//been dropped by a player? Must be above 500.

$FLUDD::AvailableNozzles = 1; //*
//0 = You always have squirt mode and one
//other mode, the other mode is, by default hover mode, but can be
//changed out for a different mode if you find a nozzle box or a
//nozzle spawn.
//1 = Any nozzle may be used at any time.

//*Requires restart if changed.

exec("./waterAmmo.cs");

datablock AudioProfile(FLUDDSwitchSound)
{
filename = "./FLUDD_switch.wav";
description = AudioClosest3d;
preload = true;
};

datablock AudioProfile(FLUDDSquirtSound)
{
filename = "./SplaterShotfire.ogg";
description = AudioClosestLooping3d;
preload = true;
};

datablock ParticleData(FLUDDParticle) //The water that you spray out of the
{       //nozzle.
dragCoefficient = 0.0;
windCoefficient = 1.0;
gravityCoefficient = 1.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000.0;
lifetimeVarianceMS = 500.0;
spinSpeed = 50.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;

textureName = "base/data/particles/cloud";
animateTexture = false;

colors[0] = "0.000000 0.000000 0.466667 1.000000";
colors[1] = "0.000000 0.400000 0.800000 1.800000";
colors[2] = "0.000000 0.000000 0.000000 1.000000";
colors[3] = "0.000000 0.000000 0.000000 1.000000";

sizes[0] = 0.0946103;
sizes[1] = 0.897272;
  sizes[2] = 1;
  sizes[3] = 1;

    times[0] = 0;
    times[1] = 1;
    times[2] = 2;
  times[3] = 2;

useInvAlpha = true;
};

datablock ParticleEmitterData(FLUDDEmitter) //The water that you spray out
{     //of the nozzle.
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 = "FLUDDParticle";

uiName = "FLUDD Squirt";
};

datablock ParticleData(FLUDDExplosionParticle) //The splash that appears
{        //when you hit something.
dragCoefficient = 0.0;
gravityCoefficient = 5.0;
windCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000.0;
lifetimeVarianceMS = 500.0;
spinSpeed = 50.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;

textureName = "base/data/particles/cloud";
animateTexture = false;

colors[0] = "0.000000 0.000000 0.466667 1.000000";
colors[1] = "0.000000 0.400000 0.800000 1.800000";
colors[2] = "0.000000 0.000000 0.000000";
colors[3] = "0.000000 0.000000 0.000000 1.000000";

sizes[0] = 0.19990225;
sizes[1] = 0.29909;
sizes[2] = 0.25;
sizes[3] = 0.25;

times[0] = 0;
times[1] = 1;
times[2] = 2;
times[3] = 2;

useInvAlpha = true;
};
datablock ParticleEmitterData(FLUDDExplosionEmitter) //The splash that
{      //appears when you hit
ejectionPeriodMS = 40;      //something.
periodVarianceMS = 0;
ejectionVelocity = 3.5;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 35;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
orientOnVelocity = true;
particles = "FLUDDExplosionParticle";

uiName = "FLUDD Splash";
};

datablock ExplosionData(FLUDDExplosion)
{
lifeTimeMS = 128;

particleEmitter = FLUDDExplosionEmitter;
particleDensity = 3;
particleRadius = 0.3;
explosionScale = "5 5 5";

damageRadius = 1;
radiusDamage = 5;

uiName = "FLUDD Splash";
};

addDamageType("FLUDD", '<bitmap:base/client/ui/ci/skull> %1', '%2 <bitmap:base/client/ui/ci/skull> %1', 1, 1);

datablock ProjectileData(FLUDD_SquirtProjectile)
{
directDamage = 35;
directDamageType = $DamageType::FLUDD;
explosion = FLUDDExplosion;

//verticalImpulse = 250;
//impactImpulse = 250;
newVerticleImpulse = 5;
newImpactImpulse = 8;

muzzleVelocity = 25;
velInheritFactor = 1;

armingDelay = 0;
lifetime = 300;
fadeDelay = 0;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = false;
gravityMod = 0;

uiName = "FLUDD Squirt";
};

datablock ItemData(FLUDDItem)
{
category = "Weapon";
className = "Weapon";

shapeFile = "./SplaterShot.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

uiName = "SplaterShot";
iconName = "./icon_SplaterShot";
doColorShift = false;
colorShiftColor = "1 1 0 1";

image = FLUDD_SquirtModeImage;
canDrop = true;
};

datablock ShapeBaseImageData(FLUDD_SquirtModeImage)
{
shapeFile = "./SplaterShot.dts";
emap = true;
rotation = "1 0 0 0";
correctMuzzleVector = true;
className = "WeaponImage";

item = FLUDDItem;
ammo = " ";
projectile = FLUDD_SquirtProjectile;
projectileType = Projectile;

melee = false;
armReady = true;

doRetraction = false;

doColorShift = false;
colorShiftColor = FLUDDItem.colorShiftColor;

stateName[0]    = "Activate";
stateTimeoutValue[0]    = 0.01;
stateTransitionOnTimeout[0]    = "Ready";
stateSequence[0]    = "Ready";
stateSound[0]    = FLUDDSwitchSound;

stateName[1]    = "Ready";
stateTransitionOnTriggerDown[1]    = "PreFire";
stateAllowImageChange[1]    = true;

stateName[2]    = "PreFire";
stateTransitionOnAmmo[2]    = "Fire";
stateTransitionOnNoAmmo[2]    = "Done";
stateAllowImageChange[2]    = true;

stateName[3]    = "Fire";
stateTransitionOnTriggerUp[3]    = "StopFire";
stateTransitionOnTimeout[3]    = "Fire";
stateTimeoutValue[3]    = 0.04;
stateWaitForTimeout[3]    = true;
stateFire[3]    = true;
stateAllowImageChange[3]    = true;
stateSound[3]    = FLUDDSquirtSound;
stateScript[3]    = "onFire";
stateEmitter[3]    = FLUDDEmitter;
stateEmitterTime[3]    = 0.07;
stateSequence[3]    = "fire";
stateTransitionOnNoAmmo[3]    = "Done";

stateName[4]    = "StopFire";
stateTransitionOnTimeout[4]    = "Ready";
stateWaitForTimeout[4]    = true;
stateAllowImageChange[4]    = true;
stateSequence[4]    = "stopFire";
stateScript[4]    = "ammoCheck";

stateName[5]    = "Done";
stateTimeoutValue[5]    = 0.3;
stateTransitionOnTimeout[5]    = "Ready";
stateAllowImageChange[5]    = false;
stateScript[5]    = "ammoCheck";
};

function FLUDD_SquirtModeImage::onMount(%data, %player, %slot)
{
%player.playThread(0, "armReadyBoth");

if(!%player.ammo["Water"])
{
%player.ammo["Water"] = 0;

if(!%player.client.hasFLUDDClient)
{
commandToClient(%player.client, 'bottomPrint', "<font:impact:30><color:0000ff>Water<color:ffffff>:<color:ff0000>" SPC %player.ammo["Water"] @ "<color:ffffff>/" @ $FLUDD::MaxWater, 0, 1);

return;
}
}

else if(%player.ammo["Water"] > $FLUDD::MaxWater)
{
%player.ammo["Water"] = $FLUDD::MaxWater;
}

if(!%player.client.hasFLUDDCLient)
{
commandToClient(%player.client, 'bottomPrint', "<font:impact:30><color:0000ff>Water<color:ffffff>:<color:ffff00>" SPC %player.ammo["Water"] @ "<color:ffffff>/" @ $FLUDD::MaxWater, 0, 1);
}

else
{
commandToClient(%player.client, 'isUsingFLUDD', 1);
commandToClient(%player.client, 'setMaxFLUDDWater', $FLUDD::MaxWater);
commandToClient(%player.client, 'setFLUDDWater', %player.ammo["Water"]);
}
}

function FLUDD_SquirtModeImage::onUnMount(%data, %player, %slot)
{
%player.playThread(0, "root");

if(!%player.client.hasFLUDDClient)
{
commandToClient(%player.client, 'clearCenterPrint');
}

else
{
commandToClient(%player.client, 'isUsingFLUDD', 0);
}
}

function FLUDD_SquirtModeImage::ammoCheck(%data, %player, %slot)
{
FLUDD_ammoCheck(%data, %player, %slot);
}

function FLUDD_ammoCheck(%data, %player, %slot)
{
if(%player.isInWater)
{
%player.ammo["Water"] += mFloor($FLUDD::MaxWater / 5 + 0.5);
}

if(!%player.ammo["Water"])
{
%player.ammo["Water"] = 0;
}

else if(%player.ammo["Water"] > $FLUDD::MaxWater)
{
%player.ammo["Water"] = $FLUDD::MaxWater;
}

if((%player.ammo["Water"] <= 0) || (%player.isInWater && %player.ammo["Water"] < $FLUDD::MaxWater))
{
%player.setImageAmmo(%slot, 0);

if(!%player.client.hasFLUDDClient)
{
commandToClient(%player.client, 'bottomPrint', "<font:impact:30><color:0000ff>Water<color:ffffff>:<color:ff0000>" SPC %player.ammo["Water"] @ "<color:ffffff>/" @ $FLUDD::MaxWater, 0, 1);
}
}

else
{
%player.setImageAmmo(%slot, 1);

if(!%player.client.hasFLUDDClient)
{
commandToClient(%player.client, 'bottomPrint', "<font:impact:30><color:0000ff>Water<color:ffffff>:<color:ffff00>" SPC %player.ammo["Water"] @ "<color:ffffff>/" @ $FLUDD::MaxWater, 0, 1);
}
}

if(%player.client.hasFLUDDClient)
{
commandToClient(%player.client, 'setMaxFLUDDWater', $FLUDD::MaxWater);
commandToClient(%player.client, 'setFLUDDWater', %player.ammo["Water"]);
}
}

function serverCmdFLUDDHandshake(%client)
{
%client.hasFLUDDClient = true;
}

function FLUDDItem::onPickup(%data, %item, %player, %a)
{
parent::onPickup(%data, %item, %player, %a);

if(isObject(%item.spawnBrick) && $FLUDD::StartWithWater)
{
%player.ammo["Water"] = $FLUDD::MaxWater;

commandToClient(%player.client, 'setMaxFLUDDWater', $FLUDD::MaxWater);
commandToClient(%player.client, 'setFLUDDWater', %player.ammo["Water"]);
}
}

registerInputEvent("fxDTSBrick", "onFLUDDHit", "Self fxDTSBrick" TAB "Player player" TAB "Client gameConnection" TAB "MiniGame");

registerOutputEvent(Player, "addFLUDDWater", "int 1" SPC $FLUDD::MaxWater SPC "1");
registerOutputEvent(Player, "deductFLUDDWater", "int 1" SPC $FLUDD::MaxWater SPC "1");
registerOutputEvent(Player, "setFLUDDWater", "int 0" SPC $FLUDD::MaxWater SPC "0");

function FLUDD_SquirtProjectile::onCollision(%data, %player, %col, %fade, %pos, %normal)
{
if(%col.getClassName() $= "fxDTSBrick")
{
$InputTarget_["Self"] = %col;
$InputTarget_["Player"] = %player;
$InputTarget_["Client"] = %player.client;

if($Server::LAN)
{
$InputTarget_["MiniGame"] = getMiniGameFromObject(%player.client);
}

else
{
if(getMiniGameFromObject(%col) == getMiniGameFromObject(%player.client))
{
$InputTarget_["MiniGame"] = getMiniGameFromObject(%col);
}

else
{
$InputTarget_["MiniGame"] = 0;
}
}

%col.processInputEvent("onFLUDDHit", %player.client);
}

else
{
if(isFunction(%col, "getDataBlock"))
{
if(isFunction(%col.getDataBlock().getName(), "onFLUDDHit"))
{
%col.getDataBlock().onFLUDDHit(%player, %col, %pos);
}
}

if(isFunction(%col.getClassName(), "onFLUDDHit"))
{
%col.onFLUDDHit(%player, %pos);
}
}

if(isObject(SprayDecal1) || isObject(SprayDecal2))
{
initContainerRadiusSearch(%pos, 0.4, $TypeMasks::StaticShapeObjectType);

while(isObject(%obj = containerSearchNext()))
{
if(%obj.isBlood && !isEventPending(%obj.fadeAnimationLoop))
{
fadeAnimationLoop(%obj, 16, %obj.getScale());

if(isObject(bloodSpillSound))
{
serverPlay3D(bloodSpillSound, %obj.getPosition());
}
}
}
}

parent::onCollision(%data, %player, %col, %fade, %pos, %normal);
}

function player::onFLUDDHit(%col, %player, %pos)
{
for(%i = 2; %i < 7; %i++)
{
if(isObject(%col.getMountedImage(%i)))
{
if(%col.getMountedImage(%i).getName() $= "FireBurnPlayerImage" || %col.getMountedImage(%i).getName() $= "gc_burningImage")
{
%col.unMountImage(%i);
}

else if(%col.getMountedImage(%i).getName() $= "PlayerNapalmBurnImage")
{
cancel(%col.damageBurnSched);

%col.damageBurnLoops = 0;
%col.damageBurnDamage = 0;
%col.unMountImage(%i);
}
}
}
}

function player::addFLUDDWater(%player, %num)
{
if(%num < 1)
{
return;
}

if(%num > $FLUDD::MaxWater)
{
%num = $FLUDD::MaxWater;
}

%player.ammo["Water"] += %num;

if(%player.ammo["Water"] > $FLUDD::MaxWater)
{
%player.ammo["Water"] = $FLUDD::MaxWater;
}

if(!%player.client.hasFLUDDClient)
{
commandToClient(%player.client, 'bottomPrint', "<font:impact:30><color:0000ff>Water<color:ffffff>:<color:ffff00>" SPC %player.ammo["Water"] @ "<color:ffffff>/" @ $FLUDD::MaxWater, 0, 1);
}

else
{
commandToClient(%player.client, 'setMaxFLUDDWater', $FLUDD::MaxWater);
commandToClient(%player.client, 'setFLUDDWater', %player.ammo["Water"]);
}
}

function player::deductFLUDDWater(%player, %num)
{
if(%num < 1)
{
return;
}

if(%num > $FLUDD::MaxWater)
{
%num = $FLUDD::MaxWater;
}

%player.ammo["Water"] -= %num;

if(%player.ammo["Water"] < 0)
{
%player.ammo["Water"] = 0;
}

if(!%player.client.hasFLUDDClient)
{
if(%player.ammo["Water"] <= 0)
{
commandToClient(%player.client, 'bottomPrint', "<font:impact:30><color:0000ff>Water<color:ffffff>:<color:ff0000>" SPC %player.ammo["Water"] @ "<color:ffffff>/" @ $FLUDD::MaxWater, 0, 1);
}

else
{
commandToClient(%player.client, 'bottomPrint', "<font:impact:30><color:0000ff>Water<color:ffffff>:<color:ffff00>" SPC %player.ammo["Water"] @ "<color:ffffff>/" @ $FLUDD::MaxWater, 0, 1);
}
}

else
{
commandToClient(%player.client, 'setMaxFLUDDWater', $FLUDD::MaxWater);
commandToClient(%player.client, 'setFLUDDWater', %player.ammo["Water"]);
}
}

function player::setFLUDDWater(%player, %num)
{
if(%num < 0)
{
return;
}

if(%num > $FLUDD::MaxWater)
{
%num = $FLUDD::MaxWater;
}

%player.ammo["Water"] = %num;

if(!%player.client.hasFLUDDClient)
{
if(%player.ammo["Water"] <= 0)
{
commandToClient(%player.client, 'bottomPrint', "<font:impact:30><color:0000ff>Water<color:ffffff>:<color:ff0000>" SPC %player.ammo["Water"] @ "<color:ffffff>/" @ $FLUDD::MaxWater, 0, 1);
}

else
{
commandToClient(%player.client, 'bottomPrint', "<font:impact:30><color:0000ff>Water<color:ffffff>:<color:ffff00>" SPC %player.ammo["Water"] @ "<color:ffffff>/" @ $FLUDD::MaxWater, 0, 1);
}
}

else
{
commandToClient(%player.client, 'setMaxFLUDDWater', $FLUDD::MaxWater);
commandToClient(%player.client, 'setFLUDDWater', %player.ammo["Water"]);
}
}

package FLUDD
{
function FLUDD_SquirtModeImage::onFire(%data, %player, %slot)
{
if(%player.isInWater)
{
%player.ammo["Water"] += mFloor($FLUDD::MaxWater / 30 + 0.5);
}

if(%player.ammo["Water"] > $FLUDD::MaxWater)
{
%player.ammo["Water"] = $FLUDD::MaxWater;
}

if(%player.ammo["Water"] >= 1 && !%player.isInWater)
{
%player.ammo["Water"]--;
}

%data.ammoCheck(%player, %slot);

parent::onFire(%data, %player, %slot);
}

function armor::onTrigger(%this, %player, %slot, %val)
{
if(isObject(%player.getMountedImage(0)) && %slot == 4 && %val)
{
if(%player.getMountedImage(0).getName() $= "FLUDD_SquirtModeImage")
{
//Nothing because we don't have models with
} //other nozzles.
}
   
parent::onTrigger(%this, %player, %slot, %val);
}

function armor::damage(%data, %player, %sourceObject, %pos, %damage, %type)
{
if(isObject(%attacker = %sourceObject.sourceObject))
{
if(isFunction(%attacker, "getMountedImage"))
{
if(isObject(%attacker.getMountedImage(0)))
{
if(%attacker.getMountedImage(0).getName() $= "FLUDD_SquirtModeImage")
{
if(%attacker != %player && (%player.getClassName() $= "Player" || %player.getClassName() $= "AIPlayer"))
{
%player.setVelocity(vectorAdd(%player.getVelocity(), vectorAdd(vectorScale(%attacker.getForwardVector(), FLUDD_SquirtProjectile.newImpactImpulse), "0 0" SPC FLUDD_SquirtProjectile.newVerticalImpulse)));
}
}
}
}
}

parent::damage(%data, %player, %sourceObject, %pos, %damage, %type);
}

function armor::onEnterLiquid(%data, %player, %coverage, %type)
{
if(%type < 4)
{
%player.isInWater = true;
}

parent::onEnterLiquid(%data, %player, %coverage, %type);
}

function armor::onLeaveLiquid(%data, %player, %coverage, %type)
{
if(%type < 4)
{
%player.isInWater = false;
}

parent::onEnterLiquid(%data, %player, %coverage, %type);
}

function armor::onRemove(%data, %player)
{
commandToClient(%player.client, 'isUsingFLUDD', 0);

parent::onRemove(%data, %player);
}

function armor::onDisabled(%data, %player, %this)
{
commandToClient(%player.client, 'isUsingFLUDD', 0);

parent::onDisabled(%data, %player, %this);
}

function gameConnection::autoAdminCheck(%client)
{
%parent = parent::autoAdminCheck(%client);

commandToClient(%client, 'FLUDDHandshake');

return %parent;
}

function gameConnection::onClientLeaveGame(%client)
{
commandToClient(%client, 'isUsingFLUDD', 0);
commandToClient(%client, 'setFLUDDWater', 0);

parent::onClientLeaveGame(%client);
}

function gameConnection::spawnPlayer(%client)
{
parent::spawnPlayer(%client);

if($FLUDD::StartWithWater)
{
%client.player.ammo["Water"] = $FLUDD::MaxWater;

commandToClient(%client, 'setMaxFLUDDWater', $FLUDD::MaxWater);
commandToClient(%client, 'setFLUDDWater', %client.player.ammo["Water"]);
}
}

function serverCmdGameModeGuiServer_ChangeGameMode(%client, %num)
{
commandToClient(%client, 'isUsingFLUDD', 0);

return parent::serverCmdGameModeGuiServer_ChangeGameMode(%client, %num);
}
};
activatePackage(FLUDD);

12
Music / DooM 2 Sountrack
« on: May 20, 2015, 09:59:05 AM »
Hello everyone its me the "handicap" or "idiot" like everyone calls me,no matter what i'm trying my best not to get myself hated.
But enough talking,more listening!

This is finnaly my first addone thats not a crappy gun with models from diffrent mods.
This time its a music pack (Pack still in development)
for my DooM project i was working on lately!

Some of you already throw money on the screen so lets get with the downloading!
Right now the pack has only few songs


"Into sandy city"

"DDTDooM4BLU"

"Ending"

"Shawn got the shotgun"

"Intermission"

and lastly "Stalker"

With the download i say!
http://www.mediafire.com/download/pbcizrye571j12g/DooM2SoundTrack.rar
Next update will feature more songs!
One of them will be the "Ambient"
If your wondering why some of these song names are not the original,i got far ahead and made names of my own.
Now if you will excuse me,i will go and collect the money you just thrown at your computer.

13
Drama / SpringTrap [Fnaf 3] (BLID:173528)
« on: May 03, 2015, 03:01:16 PM »
Okay lets face it,i was a total starfish over the years and i always got banned for some stupid reason.
But this is just none sense.
I always knew joining a fnaf rp was a bad idea.
Today i joined one and got banned for "No addones"?
What the hell?
I mean it was not like i had a warning or anything.
Before i was banned some other guy got banned for "No weps"
Picture:


14
Drama / MLG BLoke AKA Build remover.
« on: April 26, 2015, 07:58:19 AM »
His BLID is 174523
And he just did one stupid thing.
I was working on a house like build on a city rp he hosted and made,after that i made a brick that gives you stuff tons of money!
I invited a person to come over and test will it tell everyone.
It did unfortunely and the admin got mad about it.
I quickly rushed to remove it cause i did not wanted to get banned,unfortunely for me something worse than that happened.
Lets say you worked on something really loving hard/long and then somebody deletes your work because of a one thing.
Ohh and after i asked him why HE REMOVED ALL MY BRICKS he responed:i was not able to trust you....
So i started cursing to him and saying stuff like:
God damn glass bowl stupid ass monkey fighting mother scratcher!
And for even more loving bullstuff he banned me for disrespect :/
So bassicaly i really worked hard/long on was not only removed but also i got banned for... how much?
Just guess...
7200 loving MINUTES!!
Screenshots:




15
Off Topic / test
« on: April 26, 2015, 07:56:42 AM »
TEST
lol

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