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Topics - Dalek

Pages: [1] 2
1
Drama / Egotistical ass holes
« on: September 04, 2009, 09:08:19 PM »
I don't care what you assume about me because your not me and don't know me. You should not post on the forums if you need to insult everyones slight flaws to stroke your own ego. I've noticed it every day on the forums and I finally started talking about it. Putting people down for being differet or new to blockland shows how shallow you are. And all you people agreeing with the ass holes because you want to "fit in" should leave. forget you and your judgemental comments, just keep them to yourself.

discuss...

2
Modification Help / Staff lightsaber projectile problems
« on: September 03, 2009, 02:16:41 AM »
My staff lightsaber wont fire a projectile on swings or make sounds, and i dont understand what Ive done wrong. Could someone please help me out?

Heres the code:
Code: [Select]
//dmls.cs
datablock AudioProfile(dmlsDrawSound)
{
   filename    = "./lrlsDraw.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(dmlstuffSound)
{
   filename    = "./lrlstuff.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(dmlsLoopSound)
{
   filename    = "./lrlsLoop.wav";
   description = AudioCloseLooping3d;
   preload = true;
};
datablock AudioProfile(dmlswingSound)
{
   filename    = "./lrlsSwing.wav";
   description = AudioClosest3d;
   preload = true;
};



//effects
datablock ParticleData(dmlloveplosionParticle)
{
   dragCoefficient      = 2;
   gravityCoefficient   = 1.0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   spinRandomMin = -90;
   spinRandomMax = 90;
   lifetimeMS           = 500;
   lifetimeVarianceMS   = 300;
   textureName          = "./spark";
   colors[0]     = "1.0 0.9 0.0 0.9";
   colors[1]     = "0.9 0.8 0.0 0.0";
   sizes[0]      = 0.2;
   sizes[1]      = 0.1;
};

datablock ParticleEmitterData(dmlloveplosionEmitter)
{
   ejectionPeriodMS = 4;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 60;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "dmlloveplosionParticle";

   uiName = "LEGO Mauls Lightsaber Hit";
};

datablock ExplosionData(dmlloveplosion)
{
   //explosionShape = "";
   lifeTimeMS = 300;

   soundProfile = dmlstuffSound;

   particleEmitter = dmlloveplosionEmitter;
   particleDensity = 8;
   particleRadius = 0.2;

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

   shakeCamera = true;
   camShakeFreq = "20.0 22.0 20.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 3;
   lightEndRadius = 0;
   lightStartColor = "1.0 0.0 0.0 0.8";
   lightEndColor = "0.8 0.0 0.0 0.5";
};


//projectile
AddDamageType("dmls",   '<bitmap:add-ons/Pack_LEGOweapons/CI_dmls> %1',    '%2 <bitmap:add-ons/Pack_LEGOweapons/CI_dmls> %1',0.75,1);
datablock ProjectileData(dmlsProjectile)
{
   directDamage        = 40;
   directDamageType  = $DamageType::dmls;
   radiusDamageType  = $DamageType::dmls;
   explosion           = dmlloveplosion;
   //particleEmitter     = as;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 100;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = true;
   lightRadius = 3.0;
   lightColor  = "1.0 0 0 0.5";

   uiName = "LEGO Mauls Lightsaber Slice";
};


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

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

//gui stuff
uiName = "LEGO Mauls Lightsaber";
iconName = "./icon_dmls";
doColorShift = false;
colorShiftColor = "0.471 0.471 0.471 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(dmlsImage)
{
   // Basic Item properties
   shapeFile = "./dmls.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 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 = false;

   eyeOffset = "0 0 0";

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

   // Projectile && Ammo.
   item = dmlsItem;
   ammo = " ";
   projectile = dmlsProjectile;
   projectileType = Projectile;

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

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.471 0.471 0.471 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]             = 0.5;
stateTransitionOnTimeout[0]      = "Ready";
stateSound[0]                    = dmlsDrawSound;
stateSequence[0] = "Activate";

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "ratck";
stateAllowImageChange[1]         = true;
stateSound[1] = dmlsLoopSound;
stateSequence[1] = "Ready";
stateTransitionOnTimeout[1]     = "Ready";
stateTimeoutValue[1]            = 0.0;


stateName[2] = "ratck";
stateAllowImageChange[2]        = false;
stateTimeoutValue[2]            = 0.1;
stateTransitionOnTimeout[2]     = "rback";
stateSound[2] = dmlsswingSound;
stateSequence[2] = "ratck";
stateAllowImageChange[2]        = false;
stateFire[2]                    = true;

stateName[3]                    = "rback";
stateTransitionOnTimeout[3]     = "checklfire";
stateTimeoutValue[3]            = 0.1;
stateSequence[3]                = "rback";
stateWaitForTimeout[3] = true;

stateName[4] = "checklfire";
stateTransitionOnTriggerUp[4] = "Ready";
stateTransitionOnTriggerDown[4] = "latck";

stateName[5]                    = "latck";
stateTransitionOnTimeout[5]     = "lback";
stateTimeoutValue[5]            = 0.1;
stateAllowImageChange[5]        = false;
stateWaitForTimeout[5] = true;
stateSequence[5]                = "latck";
stateSound[5] = dmlsswingSound;
stateFire[5]                    = true;

stateName[6]                    = "lback";
stateTransitionOnTimeout[6]     = "checkrfire";
stateTimeoutValue[6]            = 0.1;
stateSequence[6]                = "lback";
stateWaitForTimeout[6] = true;

stateName[7] = "checkrfire";
stateTransitionOnTriggerUp[7] = "Ready";
stateTransitionOnTriggerDown[7] = "ratck";

};

function dmlsImage::onMount(%this, %obj, %slot)
{
%obj.hidenode("RHand");
        %obj.hidenode("LHand");
}


function dmlsImage::onUnMount(%this, %obj, %slot)
{
%obj.unhidenode("RHand");
        %obj.unhidenode("LHand");
}

Heres the console error:
Code: [Select]
Loading Add-On: Pack_LEGOweapons (CRC:-437660630)
Executing Add-Ons/Pack_LEGOweapons/server.cs.
Executing Add-Ons/Pack_LEGOweapons/Weapon_lrls.cs.
Executing Add-Ons/Pack_LEGOweapons/Weapon_lgls.cs.
Executing Add-Ons/Pack_LEGOweapons/Weapon_lbls.cs.
Executing Add-Ons/Pack_LEGOweapons/Weapon_lpls.cs.
Executing Add-Ons/Pack_LEGOweapons/Weapon_wcb.cs.
Executing Add-Ons/Pack_LEGOweapons/Weapon_lbs.cs.
Executing Add-Ons/Pack_LEGOweapons/Weapon_lls.cs.
Executing Add-Ons/Pack_LEGOweapons/Weapon_ldls.cs.
Executing Add-Ons/Pack_LEGOweapons/Weapon_dmls.cs.
Object 'dmlsswingSound' is not a member of the 'AudioProfile' data block class
Object 'dmlsswingSound' is not a member of the 'AudioProfile' data block class

3
Modification Help / Import .blend file to milkshape
« on: August 26, 2009, 03:51:21 PM »
Is it possible to import .blend files to ms3d. If so, how is this done?

4
Modification Help / Torque guides for beginners?
« on: August 25, 2009, 11:26:18 AM »
Are there any known guides for torque scripting that explain what they do using simple words, I try to read the functions guide and Ive had to remember more definitions from dictionary.com then functions.

5
Modification Help / Fire Problems.
« on: August 23, 2009, 01:49:50 AM »
I want my bullets to fire 8 shells straight ahead but have them spread in a horisontal line. Like the bowcaster from star wars, but instead it fires like this:


What is wrong with my code

Code: [Select]
//wcb.cs

//audio
datablock AudioProfile(wcbShot1Sound)
{
   filename    = "./wcbShot1Sound.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(wcbShot2Sound)
{
   filename    = "./wcbShot2Sound.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(wcbhitSound)
{
   filename    = "./wcbhit.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(wcbchargeSound)
{
   filename    = "./wcbcharge.wav";
   description = AudioClose3d;
   preload = true;
};

//muzzle flash effects

datablock ParticleData(wcbshotParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.0 1.0 0.0 0.9";
colors[1]     = "0.1 1.0 0.1 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.25;

useInvAlpha = false;
};

datablock ParticleEmitterData(wcbshotEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 50;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "wcbshotParticle";

   uiName = "LEGO Bowcaster Shot";
};

datablock ParticleData(wcbchargedParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = 0.0;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 200;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.0 1.0 0.0 0.9";
colors[1]     = "0.1 1.0 0.1 0.0";
sizes[0]      = 0.40;
sizes[1]      = 0.40;

useInvAlpha = false;
};

datablock ParticleEmitterData(wcbchargedEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 50;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "wcbchargedParticle";

   uiName = "LEGO Bowcaster Charged";
};

datablock ParticleData(wcbTrailparticle)
{
dragCoefficient      = 3;
gravityCoefficient   = 0.0;
inheritedVelFactor   = 0.0;
constantAcceleration = 0.0;
lifetimeMS           = 75;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.0 1.0 0.0 0.5";
colors[1]     = "0.1 1.0 0.1 0.5";
sizes[0]      = 0.25;
sizes[1]      = 0.25;
//times[0] = 0.5;
//times[1] = 0.5;

useInvAlpha = true;
};

datablock ParticleEmitterData(wcbTrailEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0.0; //0.25
   velocityVariance = 0.0; //0.10
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "wcbTrailparticle";

   useEmitterColors = true;
   uiName = "LEGO Bowcaster Trail";
};

datablock ParticleData(wcbExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = 1;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 700;
lifetimeVarianceMS   = 400;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.0 1.0 0.0 0.5";
colors[1]     = "0.0 0.9 0.0 0.0";
sizes[0]      = 0.75;
sizes[1]      = 0.85;

useInvAlpha = true;
};

datablock ParticleEmitterData(wcbExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "wcbExplosionParticle";

   useEmitterColors = true;
   uiName = "LEGO Bowcaster Explosion";
};

datablock ExplosionData(wcbExplosion)
{
   //explosionShape = "";
soundProfile = wcbhitSound;

   lifeTimeMS = 150;

   particleEmitter = wcbExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

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

   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 4;
   lightStartColor = "0.0 0.9 0.0 1.0";
   lightEndColor = "0.0 1.0 0.0 1.0";
};


AddDamageType("wcb",   '<bitmap:add-ons/Pack_LEGOweapons/CI_wcb> %1',    '%2 <bitmap:add-ons/Pack_LEGOweapons/CI_wcb> %1',0.2,1);
datablock ProjectileData(wcbProjectile)
{
   projectileShapeName = "base/data/shapes/empty.dts";
   directDamage        = 40;
   directDamageType    = $DamageType::wcb;
   radiusDamageType    = $DamageType::wcb;

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

   impactImpulse      = 250;
   verticalImpulse   = 200;
   explosion           = wcbExplosion;
   particleEmitter     = wcbTrailEmitter;

   muzzleVelocity      = 80;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = True;
   lightRadius = 3.0;
   lightColor  = "0.0 1.0 0.0";

   uiName = "Bowcaster Laser";
};

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

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

//gui stuff
uiName = "LEGO Bowcaster";
iconName = "./icon_wcb";
doColorShift = true;
colorShiftColor = "1.00 1.00 1.00 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(wcbImage)
{
   // Basic Item properties
   shapeFile = "./wcb.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 = wcbProjectile;
   projectileType = Projectile;


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

   doColorShift = true;
   colorShiftColor = wcbItem.colorShiftColor;//"0.400 0.196 0 1.000";

   //casing = " ";

   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.

   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.15;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "chargeopt";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2] = "chargeopt";
stateTransitionOnTriggerUp[2] = "fire";
stateWaitForTimeout[2] = false;
stateTransitionOnTimeout[2] = "chargeready";
stateTimeoutvalue[2] = 3;
stateAllowImageChange[2]        = true;

stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "Reload";
stateTimeoutValue[3]            = 0.1;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;
stateEmitter[3] = wcbshotemitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateSound[3] = wcbShot1Sound;

statename[4] = "Reload";
statesequence[4] = "Reload";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.3;

statename[5] = "chargeready";
stateTransitionOnTriggerUp[5] = "chargefire";
stateEmitter[5] = wcbchargedEmitter;
stateEmitterTime[5] = 0.3;
stateEmitterNode[5] = "muzzleNode";
stateSound[5] = wcbchargeSound;
stateTransitionOnTimeout[5] = "chargeready";
stateTimeoutValue[5] = 0.3;

statename[6] = "chargefire";
statesequence[6] = "Fire";
stateFire[6] = true;
stateScript[6] = "onchargeFire";
stateTransitiononTimeout[6] = "Reload";
stateEmitter[6] = wcbshotemitter;
stateEmitterTime[6] = 0.05;
stateEmitterNode[6] = "muzzleNode";
stateSound[6] = wcbShot2Sound;

};

function wcbImage::onchargeFire(%this,%obj,%slot)
{
if((%obj.lastFireTime+%this.minShotTime) > getSimTime())
return;
%obj.lastFireTime = getSimTime();
     
%obj.setVelocity(VectorAdd(%obj.getVelocity(),VectorScale(%obj.client.player.getEyeVector(),"-3")));

%projectile = %this.projectile;
%spread = 0.0050;
%shellcount = 8;

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 = (%shell - 8) * 25 * %spread;
%y = (getRandom() - 0.0) * 0 * 0 * %spread;
%z = (getRandom() - 0.0) * 0 * 0 * %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;
}

6
Modification Help / Bullets wont fire straight ahead
« on: August 06, 2009, 11:39:15 AM »
I want to mak it so my gun will shoot 8 projectiles in a horisontal line when charged and fired, it shoots horisantally but all the bullets fire to the right of my screen instead of straight. What have i done wrong?

Code: [Select]
function wcbImage::onchargeFire(%this,%obj,%slot)
{
if((%obj.lastFireTime+%this.minShotTime) > getSimTime())
return;
%obj.lastFireTime = getSimTime();
     
%obj.setVelocity(VectorAdd(%obj.getVelocity(),VectorScale(%obj.client.player.getEyeVector(),"-3")));
%obj.playThread(2, shiftAway);

%projectile = %this.projectile;
%spread = 0.0025;
%shellcount = 8;

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() - 1.0) * 20 * 5 * %spread;
%y = (getRandom() - 0.0) * 0 * 0 * %spread;
%z = (getRandom() - 0.0) * 0 * 0 * %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;
}

7
Modification Help / Muzzle emmitter on charge
« on: August 06, 2009, 01:05:03 AM »
I am making a wookie bowcastter, im making it shoot 1 projectile on click and 8 if you charge it, kind of like the star wars jedi knights: jedi academy. How should i change my script so it would make it so when its charged it will emitt the wcbchargedemitter until the mouse is released to fire?

Code: [Select]
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.15;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "chargeopt";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2] = "chargeopt";
stateTransitionOnTriggerUp[2] = "fire";
stateWaitForTimeout[2] = false;
stateTransitionOnTimeout[2] = "chargeready";
stateTimeoutvalue[2] = 3;
stateAllowImageChange[2]        = true;

stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "Reload";
stateTimeoutValue[3]            = 0.3;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;
stateEmitter[3] = wcbshotemitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateSound[3] = wcbShot1Sound;

statename[4] = "Reload";
statesequence[4] = "Reload";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5;

statename[5] = "chargeready";
stateTransitionOnTriggerUp[5] = "chargefire";
stateEmitter[5] = wcbchargedEmitter;
stateEmitterTime[5] = 0.3;
stateEmitterNode[5] = "muzzleNode";
stateSound[5] = wcbchargeSound;

statename[6] = "chargefire";
statesequence[6] = "Fire";
stateFire[6] = true;
stateScript[6] = "onchargeFire";
stateTransitiononTimeout[6] = "Reload";
stateEmitter[6] = wcbshotemitter;
stateEmitterTime[6] = 0.05;
stateEmitterNode[6] = "muzzleNode";
stateSound[6] = wcbShot2Sound;

8
Modification Help / Bowcaster error
« on: August 05, 2009, 11:51:09 PM »
What do i need to change in the explosion emitter name

Code: [Select]
Loading Add-On: Pack_LEGOweapons (CRC:-267364181)
Add-Ons/Pack_LEGOweapons/Weapon_wcb.cs Line: 135 - Syntax error.
>>> Some error context, with ## on sides of error halt:
   ejectionOffset   = 0.0;

   thetaMin         = 0;

   thetaMax         = 50;

   phiReferenceVel  = 0;

   phiVariance      = 360;

   overrideAdvance = false;

   particles = "wcbtrailparticle";



   uiName = "LEGO Bowcaster Trail";



datablock ParticleData(##w##cbExplosionParticle)

{

^dragCoefficient      = 8;

^gravityCoefficient   = 1;

^inheritedVelFactor   = 0.2;

^constantAcceleration = 0.0;

^lifetimeMS           = 700;

^lifetimeVarianceMS   = 400;

^textureName          = "base/data/particles/cloud";

^spinSpeed^^= 10.0;
>>> Error report complete.

ADD-ON "Pack_LEGOweapons" CONTAINS SYNTAX ERRORS

9
Modification Help / ms3d transparency
« on: August 02, 2009, 06:56:07 PM »
Is transparency possible in ms3d. If so, how is this done?

10
Modification Help / Lego Weapons Pack
« on: August 02, 2009, 05:31:52 PM »
Ive decided to create a pack of weapons that are based off of lego (of course). Help is welcome and I will explain how you can help further down. Pictures may be added at random.

Current projects: X= not finished  *= in progress  = finished
LEGO star wars weapons * 68%- Expected to be done some thime next week
LEGO indiana jones weapons X
LEGO batman weapons X
LEGO knights weapons X
LEGO pirates weapons X
LEGO power miners weapons X
LEGO city and other weapons X

The Team: (just me so far)
Dalek

Help
You can help by sending ms3d files of lego weapons, dont worry about anything exept the model, i will do the rest. If you are going to send me models from any other program, then send me the .dts file and a picture of the model, you will be given credit for what you did and added to the team.

Other Info:
I do not have my port forwarded because my pc is being a bitch, so if a trusted member and part of the team offers to open the beta testing server then it would be nice.

Pictures:







11
Modification Help / .blb files
« on: August 02, 2009, 02:39:56 PM »
Im looking through blockland files like crazy so i can learn as much as i can before my torque showtool pro trial runs out. I am currently learning how to make doors, but the .blb files dont make sense to me. If i wanted to create a new size brick, how will this affect what i need to do with the top, bottom, north, south, east, west, and omni quads?

12
General Discussion / Banned from pms
« on: July 27, 2009, 02:05:53 PM »
Today I logged in and was randomly banned from pming. It said I spammed but the only pms I recall sending my clan application and a few messages about my slingshot ms3d to heedicalking. I can not pm a moderator to ask what I did.

13
Modification Help / Playertype lod
« on: July 22, 2009, 07:21:32 PM »
Besides the collision which lod is -1, what do you need to set the lod to for the player shapes in ms3d.

14
Modification Help / Playertype animations
« on: July 19, 2009, 10:40:23 PM »
I have been tweaking with player types for a few days, and i need to know if there is a source i could use to see how many frames the animations for the root, walk, activate, ect... need. If anyone knows of a source could they give me the link to it.

15
General Discussion / Change RTB name
« on: July 14, 2009, 04:17:42 PM »
My old account had a different name and I can't find any place I can change my rtb account name. Is it possible?

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