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Topics - }]Crazy[{

Pages: [1] 2 3 4 5 6 7
1
Suggestions & Requests / roblox skies
« on: March 04, 2018, 03:01:12 AM »
need roblox skies the download is broke

2
Forum Games / you feel you lose (v. sad)
« on: January 06, 2018, 05:31:42 AM »
https://www.youtube.com/watch?v=ErmZRsCIUsE
uhh you get feelngsss and you lose

3
Music / a big pack of ambient sounds (PACK 2 RELEASED)
« on: December 24, 2017, 02:52:21 PM »
https://www.dropbox.com/s/4zqstc1jrlugh55/Ambient%20Music%20Pack.zip?dl=1
includes :
- computer sounds
- distant dogs
- fireplace
- fluorescent lamp buzz
- forest ambience
- food frying
- lava bubbling
- heavy rain
- heavy rain thunder 
- moderate rain
- film static
- big waterfall
- small waterfall
- wind
- rain on window
enjoy
oh also you might want to download the add-on that lets you have longer music files
might add more in the future!!!!!!! already planning on adding some
a reccomendation from me : disable some of the songs. theres multiple volume versions of a few, so find out which volume you like the best and disable the others.
https://www.dropbox.com/s/1w8exhhpt6h1jps/Ambient%20Music%20Pack%202.zip?dl=1
PACK 2!!!!!
includes :
- coffee shop chatter
- dry water splashes    }
- wet water splashes    } these are sounds of water hitting a surface. dry = dry hard stuff, wet = thin water layer, deep = deep water
- deep water splashes  }
- engine
- printer
- jungle
- snowstorm
- waves

4
Off Topic / silly racism thread
« on: September 12, 2016, 04:21:24 PM »
iit : we make funey tribal joke joke

example of funey tribal joke joke :

this is how japanese people talk!!!
!!!talk people japanese how is this

go!!!! :)))))

5
Help / How does a weapon decide to shoot apon held mouse?
« on: September 07, 2016, 02:54:48 PM »
basicly i need to know what makes a weapon fully automatic, it seems to be this part
   stateWaitForTimeout[5]      = true;
   //stateSequence[5]                = "Reload";    <<<<< on reload
   stateScript[5]                  = "onStopFire";
this is the bow script, onreload was cut out which i assume is the cause, but in the rocketlauncher
   stateSequence[5]                = "TrigDown";


   stateName[4]         = "Reload";
   stateTransitionOnTriggerUp[4]     = "Ready";
   stateSequence[4]   = "TrigDown";

   stateName[6]   = "NoAmmo";     <<<< theres all of this ammo stuff
   stateTransitionOnAmmo[6] = "Ready";
so which does it? help pls

6
General Discussion / Blockparty + (MORE BRICKS!!)
« on: September 04, 2016, 03:55:04 PM »
Blockparty +


---- DAY 1 ----


CURRENT STATUS : 23 VISITORS
BUILDING STANDARDS (IMPORTANT)
1 - Builds must align the 64x64 Grid
2 - Don't spam anything of any sort, use the largest possible bricks for grass.
3 - If you forget up terrain, I WILL remove it.

~Rewards of Good Building Skills~
-------------------------------------------------

-------------------------------------------------
- ADMINS -
}]Crazy[{ (ID 16362) Status : HOST

7
Off Topic / Objection! v???
« on: September 04, 2016, 07:34:09 AM »

8
Add-Ons / RapidBow - another loving addon edit
« on: September 03, 2016, 11:29:45 AM »

Weapon Demonstration

Download
Weapon Credit
I did balancing and particles.
Pah1023 helped me reduce datablocks and taught me some new things.


rate my first?? addon???

9
Help / creating first add-on
« on: September 02, 2016, 08:10:00 PM »
hey guys
alright so i need some assistance with this addon im creating
its an edit of the spear; but its for educational purposes
known issues --
when spear is enabled in server, it does not load any sounds or have any particles.
spear overwrites a bunch of the things, not sure whats causing it; can someone explain this issue?
Code: [Select]
//superspear.cs


datablock AudioProfile(spearExplosionSound)
{
   filename    = "./spearHit.wav";
   description = AudioClose3d;
   preload = false;
};

datablock AudioProfile(spearFireSound)
{
   filename    = "./spearFire.wav";
   description = AudioClose3d;
   preload = true;
};


//spear trail
datablock ParticleData(spearTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 1.0;
constantAcceleration = 0.0;
lifetimeMS = 3600;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/star1";
//animTexName = " ";

// Interpolation variables
colors[0] = "1 1 1 1";
colors[1] = "1 1 0.9 1";
colors[2] = "1 1 0 0.0";
sizes[0] = 0.15;
sizes[1] = 0.35;
sizes[2] = 0.05;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 3.0;
};

datablock ParticleEmitterData(spearTrailEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;

   ejectionVelocity = 0.3; //0.25;
   velocityVariance = 0; //0.10;

   ejectionOffset = 0.3;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = spearTrailParticle;

   useEmitterColors = true;
   uiName = "Spear Trail";
};


//effects
datablock ParticleData(spearExplosionParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 2900;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/star1";
//animTexName = " ";

// Interpolation variables
colors[0] = "1 1 1 0.9";
colors[1] = "1 1 1 0.0";
sizes[0] = 4.0;
sizes[1] = 7.0;
times[0] = 0.0;
times[1] = 2.0;
};

datablock ParticleEmitterData(spearExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   lifeTimeMS    = 100;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "spearExplosionParticle";

   uiName = "Spear Smoke";
   emitterNode = TenthEmitterNode;
};

datablock ParticleData(spearExplosionParticle2)
{
dragCoefficient = 0.1;
windCoefficient = 0.0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 3000;
lifetimeVarianceMS = 100;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/star1";
//animTexName = " ";

// Interpolation variables
colors[0] = "1 1 1 1.0";
colors[1] = "1 1 1 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(spearExplosionEmitter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 70;
   ejectionVelocity = 15;
   velocityVariance = 5.0;
   ejectionOffset   = 1.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "spearExplosionParticle2";

   useEmitterColors = true;
   uiName = "Spear Chunk";
   emitterNode = HalfEmitterNode;
};

datablock ExplosionData(spearExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 150;

   soundProfile = spearExplosionSound;

   emitter[0] = spearExplosionEmitter;
   emitter[1] = sspearExplosionEmitter2;
   //particleDensity = 30;
   //particleRadius = 1.0;

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

   shakeCamera = true;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 15.0;

   // Dynamic light
   lightStartRadius = 4;
   lightEndRadius = 3;
   lightStartColor = "0.45 0.3 0.1";
   lightEndColor = "0 0 0";

   //impulse
   impulseRadius = 1;
   impulseForce = 800;

   //radius damage
   radiusDamage        = 20;
   damageRadius        = 3;
};

//projectile
AddDamageType("superSpearDirect",   '<bitmap:add-ons/Weapon_Spear/CI_spear> %1',       '%2 <bitmap:add-ons/Weapon_Spear/CI_spear> %1',1,1);
AddDamageType("superSpearRadius",   '<bitmap:add-ons/Weapon_Spear/CI_spearRadius> %1', '%2 <bitmap:add-ons/Weapon_Spear/CI_spearRadius> %1',1,0);
datablock ProjectileData(superspearProjectile)
{
   projectileShapeName = "./spearProjectile.dts";
   directDamage        = 10;
   directDamageType  = $DamageType::superSpearDirect;
   radiusDamageType  = $DamageType::superSpearRadius;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = spearExplosion;
   particleEmitter     = spearTrailEmitter;

   brickExplosionRadius = 2;
   brickExplosionImpact = true; //destroy a brick if we hit it directly?
   brickExplosionForce  = 20;
   brickExplosionMaxVolume = 5000;
   brickExplosionMaxVolumeFloating = 5000;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 20000;
   fadeDelay           = 19500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0.80;

   hasLight    = true;
   lightRadius = 3;
   lightColor  = "1 1 1";

   uiName = "SuperSpear";
};


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

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

//gui stuff
uiName = "SuperSpear";
iconName = "./icon_spear";
doColorShift = true;
colorShiftColor = "0.400 0.196 0 1.000";

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

//function spear::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(superspearImage)
{
   // Basic Item properties
   shapeFile = "./spear.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   //eyeOffset = "0.1 0.2 -0.55";

   // 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 = superspearItem;
   ammo = " ";
   projectile = superspearProjectile;
   projectileType = Projectile;

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

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.400 0.196 0 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;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;

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

stateName[2]                    = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2]            = 0;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2]                  = "onCharge";
stateAllowImageChange[2]        = false;

stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;

stateName[4] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
stateAllowImageChange[4] = false;

stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.1;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = false;
stateSound[5] = spearFireSound;
};

function spearImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, spearReady);
}

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

function spearImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, spearThrow);
Parent::onFire(%this, %obj, %slot);
}

10
Off Topic / my family is raising babby squirrels
« on: August 29, 2016, 06:29:18 AM »

all of them (yes we'll switch that blanket out)

a girl

a boy

another boy

before you post; a quick Q and A
Q : do you know what you're doing?
A : yes my family has done the research and they are healthy so far, although abit weak as of now

Q : where did you find them?
A : our neighbor cut down a large tree and their nest was there. they wanted to throw them away so we took them, honestly it's a miracle that they are even alive.

Q : did you do the thing?
A : yes, we put them outside and waited  for their mother to come. however, a neighbor told us once they did that and some buzzards ate them. we're not letting that happen ok

Q : how are  they?
A : they are swell. you're supposed to stimulate them to piss / stuff, but they stuff all on their own for some reason.
also, they are somewhat in need of feeding, which we're doing.

11
Off Topic / at how many frames per second does the universe work
« on: August 29, 2016, 05:20:59 AM »
so how many fps does the universe work at
we cant see past 100 fps right
so does that mean the universe only works at 100 fps or am i insane

12
Gallery / [video] blockland : forget edition
« on: August 26, 2016, 09:51:40 AM »
https://youtu.be/4lwd6iiGOEQ

some gameplay of hardcore randomizer dm cool coolnes cool

13
Drama / Raccoonneer - still a moron
« on: August 25, 2016, 01:58:59 PM »


ill provide the real download on my profile soon then. wait did i forget you can play it on your browser to?
heres the link: http://www.mafa.com/Spank-Dora-Butt
Quote from: Raccoonneer's profile;
Im gonna seek revenge on my haters soon.
You need to stop being a moron and we won't have to call you one.
megasnip, just click the quote link







Sit down Raccoonneer. We need to talk.
(This isn't handicap shaming, alright?)

14
Drama / TrusTa complaint
« on: August 23, 2016, 04:05:20 PM »



TrusTa duped a huge tower of 1x1's, and hit bricklimit.


Talking about TTT, which stands for Triple Troll Trouble or some stuff like that.

He's been a douche every time I've seen him.
Don't give him any warnings if he acts up.

15
Off Topic / its been raining for 2 weeks
« on: August 23, 2016, 07:19:52 AM »
goddamnit weather i get it that summer is over but this is an overreaction

like seriously there hasn't been a sunny day for 2 weeks and it loving sucks
discuss bad weatherr

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