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Topics - DanteRedgrave

Pages: [1] 2
1
Suggestions & Requests / Model dump (P3D.in)
« on: June 05, 2016, 07:34:34 PM »
I was working on a few little assets and I thought I would share you guys.

But of course, My newly made pack for the low-poly CS:GO are not for download, IF you like any other models, Just comment and i'll post download link later on when I have time to upload.

Have fun browsing.

CS:GO

The rest

Very small MGSV weapon collection

2
Well, Hello there. You read that right! I plan on make stuff out of MGSV:TPP, and need your help badly.

キ What I plan on doing:

キPistols:
WU.Silent (Not Silent yet) Pistol. (Non-Lethal, Tranq)

http://p3d.in/3TelT

AM D114 (Lethal)

http://p3d.in/CboNk

BUKROV (Lethal)
GEIST P3 (Lethal)
WU S333 (Lethal)

キSMG:
Sz.-336 SMG (Lethal)
RIOT SMG (Non-Lethal, Stun)
ZE'EV (Lethal)
MACHT 37 (Lethal)

キAssaults:
SVG-76 (Lethal)
AM-MRS-4 (Lethal)
UN-ARC (Lethal)
UN-ARC-NL (Non-Lethal, Stun)

キShotguns:
S1000 (Lethal)
S1000 AIR-S (Non-Lethal, Stun)

キSnipers:
RENOV-ICKX SR (Lethal)
RENOV-ICKX TP (Non-Lethal, Tranq)
M2000-D (Lethal)
M2000-NL (Non-Lethal, Tranq)

キOthers:
Fulton Device (?)
Phantom Cigar (?)
Decoy (?)
C.Box (?)

キIdeas and functions:
Tranq: The dart knocks the target to tumbling, For 20 seconds.
           On headshot: Instant.
           On body: 3 hits.
           Renders emotion above victim: ZZZ
           Can be fultoned while under effect.

Stun: The round knocks the target to tumbling, For 10 seconds.
           On headshot: 2 Hits, On bot, 1.
           On body: 5-10, Depending where you hit.
           Renders emotion above victim: STN
           Can be fultoned while under effect.

C.BOX: While using, The player becomes one with it's environments.
           The box is capable of taking three bullets, After that happens, The box falls apart, Rendering the player visible.
           Name undetectable while under box.

Fulton Device: A balloon device that can be used to transport materials and soldiers.
           Has it's own item.
           Has cooldown.
           Is infinite.
           Can be shot to pop. Saving it's victim.

Decoy: An inflatable model of the player emerges from the disk.
           Can be used as bait.
           Plays and audible pop sound when shot.
           "Kept you waiting, huh?"
           "You're pretty good!"

3
Modification Help / Something something Borderlands? (Added Torque Grip)
« on: January 24, 2016, 07:26:38 AM »
Got a bit bored after Borderlands 2, Thought those weapons might look good in here.











That's the Jackobs grip on a Hyperion pistol.











Subjects are bound to be extended.

4
Modification Help / Model dump of PAYDAY2 Pack
« on: October 28, 2015, 08:45:09 AM »
I didn't quite get help to finish my progress on my PayDay 2 addons, But so, I realized it would be better seeing these assets in other servers, Than not at all. So here you go, I'll list them up for you.

All downloads come conveniently packed into a .Rar file with a .OBJ and .MTL file. So use it as needed, Just give me credits.

PAYDAY2 Addons:





doesnt have the models with less ammo yet









I lost the ECM Jammer model, So that's gone until I decide to make another..

It isn't quite neccesary to upload weapons, Since there are already tons of weapons out there

So there ya go, Take good use of them!



5
Modification Help / It's Payday fellas! [Added Jacket's Piece!]
« on: April 10, 2015, 10:34:17 AM »


Quote
" The drill is broken, Somebody's gotta fix it!"
-Chains
HYPPEEE
OMG YES
i have never played payday but these models look gr8
Holy stuff this is nice, and the models are awesome

Please don't let this die out

Thoughts so far.
There could be a PD2 playertype which enables picklocking and time counters and reviving like in-game, And a unique 'Use' button binded onto the flashlight button instead of ... the flashlight. We don't need those. Regenerating armor, But not HP.

What if the picklocking were an actual event, Where you had to stay still for a given amount of time, Which you could specify. Like 'OnUse > Self > StartPicklock > #(Specified Number of seconds.)' Or a unique picklock block like safes, doors and other things.

Masks:
As mentioned, The playertypes define most stuff in the game. In PayDay2, You have a state called 'Casing mode' Which is just acting civilian, This could use a different datablock. Like PDCase, And the Heist mode like PDHeist. When you pick up the mask, And put it onto your head, You put yourself out to danger since civilians now can detect you, And you can take damage too.

Upon selecting the mask from the inventory and pressing the fire button, The item would ask you which mask would you like to use, And so you change into that datablock. Similiar to the TF2's spy. You take it out, Press a number and disguise. Simple like that.

Drills:
It would be a carry-able drill in your inventory, That you could retrieve after a drill stopped. How the forget did I come up with this... In fact, Like in the portal Add-on, There could be a drill block which enable the use of drilling on that specified block. Ranging from 1x2 to 1x2x3 blocks. The drill would find it's place on the middle of the block. There also could be drill events like: OnDrillPlace > Drill > StartCount > #(Specified Number of seconds.)

And while at it, A possible random factor for the jamming. Like in VCE events. From a scale of 30% to 1%. It can be specified too maybe in RTB options too?

The game had huge, Badass thermal drills too, Which was needed for the heavier vaults. Though it would use the same apparent event, Just like OnThermalPlace > Thermal > StartCount > #(Specified Number of seconds.)

Bags:
The bag would work like a simple placeholder that could just occupy an inventory slot that you could not select so you could not take multiple bags. And a brick, Or an event specifying a brick that could accept bags when thrown onto. It would give score to the minigame like cash in-game.

There would be other bags like gold bags, money bags and drug bags. Each carrying different weights defying the player's movement speed, With differing amounts of points it dealing. Maybe you could give the crouch button for throwing it away.

Pickups:
The pickups would be just ordinary medkits placed onto the ground with different states defying how much charges it has. The same would go to ammo bags. There are little purses called medipacks, These work almost instantly, But since you can't have different numbers of incapacitations (Correct me if I'm wrong) this would just fill half of your health.

Cameras:
There would be cameras simply just for animation, like on the wall and the celling. They would rotate around, scanning the area but there would be no actual reason we'd imply anything.

Events:
About the events. There could be some triggering zones, Like the mission ending one, Some camera spots that you could be spotted at, And triggering spots like lazers, Cameras, Civilians spotting you, Calling the cops on you after a brief amount of time. It could have a unique event to scan for nearby ECM jammers like cameras, Which prevents the call for a while. It could check every 20 seconds or so. Those jammers usually last 1-2 minutes in overall.

Gamemode:
There could be a gamemode with multiple maps which randomly swap. (Only 1 day heists.) With a money amount that constantly gets stacked by blockland player ID's so not only on one server you would be higher level than the others. These you could use to upgrade your weapons. (I'll work on the weapon mods.) (I also gotta ask ZombieKillz about using his Advanced Weapons addon to make mine for the mods.). The gamemode is just simply a 4-8 players gamemode so the heist won't be too easy.

It isn't necessary if the maps we make will be very big. Like Big Bank for an instance. There could be 8-10 players too. The gamemode is just like adding the respawn timer, The spectation, The Assault waves of cops, And points. Also when all people die the heist is over and is onto the next one. The gamemode itself would be the map rotational tool.

It would be a really huge project, And would need effort for it to happen. But the fruit of the hard work pays out really good.

Also on the bright side players could be able to make their own Payday 2 maps.

People I /REALLY/ need for this work.

  • Testers.
  • Builders.
  • Modelers
  • Coders.

I mentioned I could model before, But I can't take it all alone. And though I'm still learning to do, I do a great work with models.

The coders would be the most important thing to be beside of. I'm looking forward for you to work with.

Quote
Its payday fellas!

覧覧覧覧覧覧

What's done so far.

Medic Bag:


Ammo Bag:


ECM:


Drill:


stuffLootbag:


Tripmine:


Weapons:
Quote
Earn money in style.

Chimano 88:


Chimano Compact:


Interceptor .45:


Thanatos .50 cal:


Heavy Eagle Rifel Rifle:


pewpew Reinfield 880:


OVE SAW 7000:


Jacket's Piece of stuff:

6
Modification Help / Modelling bricks how?
« on: April 09, 2015, 01:08:46 AM »
I was wondering about modelling for my new Project Payday 2 and so I wanted to model it's standalone bricks.. But here comes a tough question. How do I know the brick's size in the 3D modeller program? I use MS3D. Is there a way I can import a block in there and use it as measuring purposes?

7


Quote
" The drill is broken, Somebody's gotta fix it!"
-Chains

♫ forget THIS BROKE, richard, PEICE OF stuff, DRIIIIIILLLLL ♫

The base idea.
I was wondering with my friend if this could happen and so. Here we are. We are planning on making PD2 stuff. The only problem is with the scripting sequences. Like Drills, Trip mines, Cameras, Bags, Events, Weapons, Armors, Civilians, Police, Place-able medkits and ammo bags, Cops, Special enemies, C4, Picklocking, The usual stuff you see on Payday... This all.

The things I could do is the modelling, But other than that I'm helpless. I was wondering if someone out there could help me out. It would be an awesome project.

My thoughts so far.
We were thinking there could be a PD2 playertype which enables picklocking and time counters and reviving like in-game, And a unique 'Use' button binded onto the flashlight button instead of ... the flashlight. We don't need those. Regenerating armor, But not HP.

I were thinking, What if the picklocking were an actual event, Where you had to stay still for a given amount of time, Which you could specify. Like 'OnUse > Self > StartPicklock > #(Specified Number of seconds.)' Or a unique picklock block like safes, doors and other things.

Masks:
As mentioned, The playertypes define most stuff in the game. In PayDay2, You have a state called 'Casing mode' Which is just acting civilian, This could use a different datablock. Like PDCase, And the Heist mode like PDHeist. When you pick up the mask, And put it onto your head, You put yourself out to danger since civilians now can detect you, And you can take damage too.

Upon selecting the mask from the inventory and pressing the fire button, The item would ask you which mask would you like to use, And so you change into that datablock. Similiar to the TF2's spy. You take it out, Press a number and disguise. Simple like that.

Drills:
About the drill, It would be a carry-able drill in your inventory, That you could retrieve after a drill stopped. In fact, Like in the portal Add-on, There could be a drill block which enable the use of drilling on that specified block. Ranging from 1x2 to 1x2x3 blocks. The drill would find it's place on the middle of the block. There also could be drill events like: OnDrillPlace > Drill > StartCount > #(Specified Number of seconds.)

And while at it, A possible random factor for the jamming. Like in VCE events. From a scale of 30% to 1%. It can be specified too maybe in RTB options too?

The game had huge, Badass thermal drills too, Which was needed for the heavier vaults. Though it would use the same apparent event, Just like OnThermalPlace > Thermal > StartCount > #(Specified Number of seconds.)

Bags:
The bag would work like a simple placeholder that could just occupy an inventory slot that you could not select so you could not take multiple bags. And a brick, Or an event specifying a brick that could accept bags when thrown onto. It would give score to the minigame like cash in-game.

There would be other bags like gold bags, money bags and drug bags. Each carrying different weights defying the player's movement speed, With differing amounts of points it dealing. Maybe you could give the crouch button for throwing it away.

Pickups:
The pickups would be just ordinary medkits placed onto the ground with different states defying how much charges it has. The same would go to ammo bags. There are little purses called medipacks, These work almost instantly, But since you can't have different numbers of incapacitations (Correct me if I'm wrong) this would just fill half of your health.

Cameras:
There would be cameras simply just for animation, like on the wall and the celling. They would rotate around, scanning the area but there would be no actual reason we'd imply anything.

Events:
About the events. There could be some triggering zones, Like the mission ending one, Some camera spots that you could be spotted at, And triggering spots like lazers, Cameras, Civilians spotting you, Calling the cops on you after a brief amount of time. It could have a unique event to scan for nearby ECM jammers like cameras, Which prevents the call for a while. It could check every 20 seconds or so. Those jammers usually last 1-2 minutes in overall.

Gamemode:
There could be a gamemode with multiple maps which randomly swap. (Only 1 day heists.) With a money amount that constantly gets stacked by blockland player ID's so not only on one server you would be higher level than the others. These you could use to upgrade your weapons. (I'll work on the weapon mods.) (I also gotta ask ZombieKillz about using his Advanced Weapons addon to make mine for the mods.). The gamemode is just simply a 4-8 players gamemode so the heist won't be too easy.

It isn't necessary if the maps we make will be very big. Like Big Bank for an instance. There could be 8-10 players too. The gamemode is just like adding the respawn timer, The spectation, The Assault waves of cops, And points. Also when all people die the heist is over and is onto the next one. The gamemode itself would be the map rotational tool.

It would be a really huge project, And would need effort for it to happen. But the fruit of the hard work pays out really good.

Also on the bright side players could be able to make their own Payday 2 maps.

People I /REALLY/ need for this work.

  • Testers.
  • Builders.
  • Modelers
  • Coders.

I mentioned I could model before, But I can't take it all alone. And though I'm still learning to do, I do a great work with models.

The coders would be the most important thing to be beside of. I'm looking forward for you to work with.

覧覧覧覧覧覧

What's done so far.

Medic Bag:


Ammo Bag:


ECM:


Drill:


Lootbag:


Tripmine:


Weapons:

Chimano 88:


Chimano Compact:


Interceptor .45:

8
Suggestions & Requests / Tactical M4A1/ Beige painting. (Pics added)
« on: February 21, 2015, 05:27:25 AM »
So I was just modelling around and stuff.. Then I thought it could make it into blockland. Can someone help me with the coding or the animations?

9
Modification Help / Rapid fire? Semi Auto?
« on: September 18, 2014, 10:04:08 PM »
Okay.. Sorry about bothering again, But I need to sort things out cause I don't know how to make a weapon semi-auto or auto.. Or at least I don't find a switch in the cs file.

If I'm right it's gonna be here somewhere right?

Quote
// Initial start up state

   stateName[0]                        = "Activate";
   stateTimeoutValue[0]                = 0.32;
   stateTransitionOnTimeout[0]          = "Equip";
   StateSequence[0]         = "Ready";
   StateSound[0]            = "P250E";
   stateName[1]                        = "Ready";
   stateTransitionOnNoAmmo[1]          = "Reload";
   stateTransitionOnTriggerDown[1]     = "Fire";
   stateAllowImageChange[1]            = true;

    stateName[2]                        = "Equip";
   stateTimeoutValue[2]                = 0.20;
   stateTransitionOnTimeout[2]          = "LoadCheckA";
   StateSequence[2]         = "Equip";
   StateSound[2]            = "P250E";
   
   stateName[3]                       = "Fire";
   stateTransitionOnTimeout[3]        = "Delay";
   stateTimeoutValue[3]               = 0.00;
   stateFire[3]                       = true;
   stateAllowImageChange[3]           = false;
   stateSequence[3]                   = "Fire";
   stateScript[3]                     = "onFire";
   stateEjectShell[3]               = true;
   stateEmitter[3]            = gunFlashEmitter;
   stateEmitterTime[3]         = 0.05;
   stateEmitterNode[3]         = "muzzleNode";
   stateWaitForTimeout[3]         = true;
   StateSequence[3]         = "Fire";
   stateSound[3]            = P250Fire;

   stateName[4]            = "Delay";
   stateTransitionOnTimeout[4]        = "FireLoadCheckA";
   stateTimeoutValue[4]               = 0.1;
   stateEmitter[4]            = gunSmokeEmitter;
   stateEmitterTime[4]         = 0.5;
   stateEmitterNode[4]         = "muzzleNode";

10
Modification Help / Hopefully last problem before I can release the addon..
« on: September 16, 2014, 08:53:41 PM »
Well so recently I fixed my AK-47, But the only thing I'm missing is the ammo system. How am I supposed to do that? I've modelled the weapon and the animations really nicely but it doesn't play the Equip, And doesn't have reload function which the two things I need. Anyone?

11
Modification Help / Problems with making Add-on.
« on: September 16, 2014, 04:52:39 PM »
I was making an AK-47 when I exported the DTS, It works fine and looks awesome for a second model but it sorta doesn't work.. Well I can enable the add-on, But doesn't show up as a spawn-able weapon.

Quote
//AK-47.cs
datablock AudioProfile(AK-47shot1Sound)
{
   filename    = ".Sounds/AK-471.wav";
   description = AudioClosest3d;
   preload = true;
};

AddDamageType("AK-47",   '<bitmap:add-ons/Weapon_AK-47/CI_AK-47> %1',    '%2 <bitmap:add-ons/Weapon_AK-47/CI_AK-47> %1',0.05,1);
datablock ProjectileData(AK-47Projectile)
{
   projectileShapeName = "add-ons/Weapon_Gun/bullet.dts";
   directDamage        = 31;
   directDamageType    = $DamageType::AK-47;
   radiusDamageType    = $DamageType::AK-47;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloati ng = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse       = 0;
   verticalImpulse     = 0;
   explosion           = gunExplosion;
   particleEmitter     = "";

   muzzleVelocity      = 200;
   velInheritFactor    = 0.5;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.1;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";

   uiName = "AK-47 Bullet";
};

//////////
// item //
//////////
datablock ItemData(AK-47Item)
{
   category = "Weapon";  // Mission editor category
   className = "Weapon"; // For inventory system

    // Basic Item Properties
   shapeFile = ".Models/AK47b.dts";
   rotate = false;
   mass = 1;
   density = 0.2;
   elasticity = 0.2;
   friction = 0.6;
   emap = true;

   //gui stuff
   uiName = "AK-47;
   iconName = "./Icon_AK-47";
   doColorShift = true;
   colorShiftColor = "0.25 0.25 0.25 1.000";

    // Dynamic properties defined by the scripts
   image = AK-47Image;
   canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(AK-47Image)
{
   // Basic Item properties
   shapeFile = ".Models/AK47.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 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 = true;

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = BowItem;
   ammo = " ";
   projectile = AK-47Projectile;
   projectileType = Projectile;

   casing = gunShellDebris;
   shellExitDir        = "1.0 -1.3 1.0";
   shellExitOffset     = "0 0 0";
   shellExitVariance   = 15.0;   
   shellVelocity       = 7.0;

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

   doColorShift = true;
   colorShiftColor = AK-47Item.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";
   stateTransitionOnTimeout[0]   = "Ready";
   stateTimeoutValue[0]      = 0.2;
   stateSequence[0]      = "ready";
   stateSound[0]      = weaponSwitchSound;

   stateName[1]          = "Ready";
   stateSequence[1]       = "ready";
   stateTransitionOnTriggerDown[1] = "Fire";

   stateName[2]         = "Fire";
   stateEjectShell[2]      = true;
   stateSequence[2]      = "Fire";
   stateTransitionOnTimeout[2]   = "reload";
   stateWaitForTimeout[2]       = true;
   stateTimeoutValue[2]       = 0.04;
   stateFire[2]          = true;
   stateAllowImageChange[2]    = false;
   stateScript[2]          = "onFire";
   stateSound[2]          = AK-47Shot1Sound;
   stateEmitter[2]          = gunFlashEmitter;
   stateEmitterTime[2]       = 0.05;
   stateEmitterNode[2]       = "muzzleNode";

   stateName[3]         = "Fire2";
   stateEjectShell[3]      = true;
   stateSequence[3]      = "Fire2";
   stateTransitionOnTimeout[3]   = "reload";
   stateWaitForTimeout[3]       = true;
   stateTimeoutValue[3]       = 0.02;
   stateFire[3]          = true;
   stateAllowImageChange[3]    = false;
   stateScript[3]          = "onFire2";
   stateSound[3]          = AK-47Shot1Sound;
   stateEmitter[3]          = gunFlashEmitter;
   stateEmitterTime[3]       = 0.05;
   stateEmitterNode[3]       = "muzzleNode";

   stateName[4]         = "Reload";
   stateTimeoutValue[4]      = 0.04;
   stateTransitionOnTriggerUp[4] = "ready";
   stateTransitionOnTimeout[4]   = "Fire2";
};

};

function AK-47Image::onMount(%this, %obj, %slot)  //change M4A1 to whatever you want
{   
   %obj.hidenode("RHand");
        %obj.hidenode("LHand");
}


function AK-47Image::onUnMount(%this, %obj, %slot) //change M4A1 to whatever you want
{   
   %obj.unhidenode("RHand");
        %obj.unhidenode("LHand");
}

function AK-47Image::onFire(%this,%obj,%slot)
{


   %projectile = %this.projectile;
   %spread = 0.0010;
   %shellcount = 1;

   for(%shell=0; %shell<%shellcount; %shell++)
   {
      %vector = %obj.getMuzzleVector(%slot);
      %objectVelocity = %obj.getVelocity();
      %vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
      %vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
      %velocity = VectorAdd(%vector1,%vector2);
      %x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
      %velocity = MatrixMulVector(%mat, %velocity);

      %p = new (%this.projectileType)()
      {
         dataBlock = %projectile;
         initialVelocity = %velocity;
         initialPosition = %obj.getMuzzlePoint(%slot);
         sourceObject = %obj;
         sourceSlot = %slot;
         client = %obj.client;
      };
      MissionCleanup.add(%p);
   }
   return %p;
}

function AK-47Image::onFire2(%this,%obj,%slot)
{
   %projectile = %this.projectile;
   %spread = 0.0014;
   %shellcount = 1;

   for(%shell=0; %shell<%shellcount; %shell++)
   {
      %vector = %obj.getMuzzleVector(%slot);
      %objectVelocity = %obj.getVelocity();
      %vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
      %vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
      %velocity = VectorAdd(%vector1,%vector2);
      %x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
      %velocity = MatrixMulVector(%mat, %velocity);

      %p = new (%this.projectileType)()
      {
         dataBlock = %projectile;
         initialVelocity = %velocity;
         initialPosition = %obj.getMuzzlePoint(%slot);
         sourceObject = %obj;
         sourceSlot = %slot;
         client = %obj.client;
      };
      MissionCleanup.add(%p);
   }
   return %p;
}

function AK-47Image::onFire3(%this,%obj,%slot)
{
   if(%obj.getDamagePercent() < 1.0)
      %obj.playThread(2, shiftAway);
   Parent::onFire(%this,%obj,%slot);   
}

This is the code. Is there something wrong?


12
Modification Help / Vertex / Face problems in Milkshape 3D
« on: September 15, 2014, 07:29:31 PM »
I was trying out MilkShape 3D for the first time, Making my first model (In fact the second cause I remade the model) with a tutorial, And the handle simply appeared black after extruding. Any ideas? In flat shade it looks good. But in textured it's black.

13
Help / Vertex / Face problems in Milkshape 3D
« on: September 15, 2014, 05:52:29 PM »
I was trying out MS3D for the first time, Making my first model from a tutorial when the handle simply appeared black after extruding. Any ideas? In flat shade it looks good. But in textured it's black.

Also I want to make the Gun's slider black and the handle brighter but they always switch place.. Why is that?

14
I was wondering what kind of weapons shall I be using.. There's this, Hey I like that. Then there's that.. Hey, That's good too. And I don't want a bunch of unbalanced weapons being released into a serious DayZ game like I'm doing now. What I'm talking about is kinda wanting weapons or at least helpers for building the place itself which I abandoned for a little while..

The things I need is just weapons mostly and melee, Maybe some hunger and thirst. But simply builders suffice too for now. Actually about the modellers and scripters, If there are anyone willing, If you fill me in how to start modelling, I can help in so it takes less time to make it. I mean this seriously. But the scripting part is the one I never understood so..

With yours truly. Thank you if you read it all through.

15
Gallery / Blockapolypse Surviving. (DayZ-like gameplay with Zombies.)
« on: August 09, 2014, 05:41:57 PM »
I'm working on a little project called what the title is.. With a huge map for Blockland so. I'm progressing so far without any ideas so maybe help is wanted. The game is so far has loots like crates, Drawers and trash cans/dumpsters. I'll be providing screenshots too later on. At first you start with a beer bottle and a weak little glock pistol. You can choose to use the beer as a weapon, Or drink as health supply. The rest is up to you to loot.

Features: T+T Melee, Warfare Pack and a few little other stuff.

Things to know when It'll be done, To-Do list and the progress.

When it'll be done:

-Complete looting system. ( Glowing bricks are lootable. Doesn't drop much, But various looting options to try. )
-Possibly group system. ( Team up with people on the server and gang up on the others! )
-A huge map. Very much villages and cities.
-A big choice of arsenal.
-Vehicles and gas.
-Flanking. ( Day-Night system: At night, Turn the power off from the stores, The houses, anywhere to leave your foes in complete darkness. Be aware, They might have anything that helps the nightsight! Gasses, Molotovs and teams will be avaliable later on. )

To-Do list:

-Looting system: Done.
-Groups: 0%
-Huge map: Landscape done, Only one village done.
-Vehicles and gas: Done.
-Big choice of Arsenal: Warfare pack used. Credits to the owner.

These are done and much features be added later on as I get the ideas.

Screenshots so far:

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