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Topics - Kike

Pages: [1]
1
Off Topic / Favorite TV Show Genres
« on: October 26, 2011, 06:23:05 PM »
^^See Title^^
I myself like comedy like The Big Bang Theory.

2
Games / Playfire
« on: June 23, 2011, 02:07:55 PM »
Playfire is website that can link whatever the hell you're playing on any current-gen system (PC, Xbox 360, PS3)together in one pile of you're gaming life.
It can track your stats, link to steam, and it's free. Link is below.
My playfire account is Nero1187 if anyone wishes to add me.
http://www.playfire.com/

3
Off Topic / More Stuff For Kike's Comp.
« on: March 26, 2011, 02:14:49 PM »
I would like a new Psu, pl0x. Suggest, guise.
HUE HUE LUUK AT DIS SCHIT

4
Off Topic / What don't you understand. . .
« on: December 30, 2010, 11:12:28 PM »
Basically, you just post what you don't understand.

I'll start: I don't understand the youth of our generation.

5
Modification Help / Screwed-up Script. I require assistance.
« on: October 12, 2010, 04:42:44 PM »
Ok, I've having problems with a recent add-on I have released in which I can not spawn the item. The code is below this statement.

Code: [Select]
//SemiAutoRifle.cs

//audio
datablock AudioProfile(SemiAutoRifleShot1Sound)
{
   filename    = "./gunShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(SemiAutoRiflebulletHitSound)
{
   filename    = "./gunImpact1.wav";
   description = AudioClose3d;
   preload = true;
};


//shell
datablock DebrisData(SemiAutoRifleShellDebris)
{
shapeFile = "./shell.dts";
lifetime = 2.0;
minSpinSpeed = -400.0;
maxSpinSpeed = 200.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 3;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;

gravModifier = 2;
};


//muzzle flash effects
datablock ParticleData(SemiAutoRifleFlashParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 25;
lifetimeVarianceMS   = 15;
textureName          = "./star7_small.png";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.9 0.9 0.9";
colors[1]     = "1.0 1.0 1.0 1.0";
sizes[0]      = 0.5;
sizes[1]      = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(SemiAutoRifleFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "SemiAutoRifleFlashParticle";

   uiName = "SemiAutoRifle Flash";
};

datablock ParticleData(SemiAutoRifleSmokeParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "./smoke.png";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.5 0.5 0.5 0.9";
colors[1]     = "0.5 0.5 0.5 0.0";
sizes[0]      = 0.15;
sizes[1]      = 0.15;

useInvAlpha = false;
};
datablock ParticleEmitterData(SemiAutoRifleSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "SemiAutoRifleSmokeParticle";

   uiName = "SemiAutoRifle Smoke";
};


datablock ParticleData(SemiAutoRifleExplosionParticle)
{
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]     = "0.9 0.9 0.9 0.3";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.75;

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

   useEmitterColors = true;
   uiName = "SemiAutoRifle Hit Dust";
};


datablock ParticleData(SemiAutoRifleExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 50;
lifetimeVarianceMS   = 35;
textureName          = "base/data/particles/star1";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "1 1 0.0 0.9";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 1;
sizes[1]      = 0;

useInvAlpha = false;
};
datablock ParticleEmitterData(SemiAutoRifleExplosionRingEmitter)
{
lifeTimeMS = 50;

   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "SemiAutoRifleExplosionRingParticle";

   useEmitterColors = true;
   uiName = "SemiAutoRifle Hit Flash";
};

datablock ExplosionData(SemiAutoRifleExplosion)
{
   //explosionShape = "";
soundProfile = bulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = SemiAutoRifleExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = SemiAutoRifleExplosionRingEmitter;

   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 = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};


AddDamageType("SemiAutoRifle",   '<bitmap:add-ons/Weapon_SemiAutoRifle/CI_SemiAutoRifle> %1',    '%2 <bitmap:add-ons/Weapon_SemiAutoRifle/CI_SemiAutoRifle> %1',0.2,1);
datablock ProjectileData(SemiAutoRifleProjectile)
{
   projectileShapeName = "add-ons/weapon_gun/bullet.dts";
   directDamage        = 50;
   directDamageType    = $DamageType::SemiAutoRifle;
   radiusDamageType    = $DamageType::SemiAutoRifle;

   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      = 400;
   verticalImpulse   = 400;
   explosion           = SemiAutoRifleExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;

   muzzleVelocity      = 100;
   velInheritFactor    = 1;

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

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

   uiName = "SemiAutoRifle Bullet";
};

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

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

//gui stuff
uiName = "SemiAutoRifle";
iconName = "./icon_SemiAutoRifle";
doColorShift = false;
colorShiftColor = "0.25 0.25 0.25 1.000";

// Dynamic properties defined by the scripts
image = SemiAutoRifleImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(SemiAutoRifleImage)
{
   // Basic Item properties
   shapeFile = "./SemiAutoRifle.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 = SemiAutoRifleProjectile;
   projectileType = Projectile;

casing = SemiAutoRifleShellDebris;
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 = false;
   colorShiftColor = SemiAutoRifleItem.colorShiftColor;//"0.400 0.196 0 1.000";

   //Raycasting Weapons settings
   raycastWeaponRange = 10000;
   raycastWeaponTargets = $TypeMasks::FxBrickObjectType | //Targets the weapon can hit: Raycasting Bricks
    $TypeMasks::PlayerObjectType | //AI/Players
    $TypeMasks::StaticObjectType | //Static Shapes
    $TypeMasks::TerrainObjectType | //Terrain
    $TypeMasks::VehicleObjectType; //Vehicles
   raycastWeaponPierceTargets = $TypeMasks::PlayerObjectType  | //Targets the weapon can pierce through: AI/Players
    $TypeMasks::VehicleObjectType; //Vehicles
   raycastExplosionProjectile = gunprojectile;
   raycastExplosionSound = ""; //sound played by exploding gunprojectile
   raycastDirectDamage = 30;
   raycastCritDirectDamage = 70;
   raycastDirectDamageType = $DamageType::SemiAutoRifle;
   raycastCritDirectDamageType = $DamageType::SemiAutoRifleHeadshot;
   raycastSpreadCount = 1;
   raycastSpreadAmt = 0; //except for inaccuracy
   raycastTracerProjectile = SemiAutoRifleTrailProjectile;
   raycastCritTracerProjectile = SemiAutoRifleCritTrailProjectile;

   //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]  = "Fire";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.14;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = SemiAutoRifleFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = SemiAutoRifleShot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = SemiAutoRifleSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.01;
stateTransitionOnTimeout[3]     = "Reload";

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

};
////////////////
//sights image//
////////////////
datablock ShapeBaseImageData(SemiAutoRifleSightsImage)
{
   // Basic Item properties
   shapeFile = "./SemiAutoRifle.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; "-0.024 6.809 2.275";
   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 = SemiAutoRifleProjectile;
   projectileType = Projectile;

casing = SemiAutoRifleShellDebris;
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 = false;
   colorShiftColor = SemiAutoRifleItem.colorShiftColor;//"0.400 0.196 0 1.000";

   //Raycasting Weapons settings
   raycastWeaponRange = 10000;
   raycastWeaponTargets = $TypeMasks::FxBrickObjectType | //Targets the weapon can hit: Raycasting Bricks
    $TypeMasks::PlayerObjectType | //AI/Players
    $TypeMasks::StaticObjectType | //Static Shapes
    $TypeMasks::TerrainObjectType | //Terrain
    $TypeMasks::VehicleObjectType; //Vehicles
   raycastWeaponPierceTargets = $TypeMasks::PlayerObjectType  | //Targets the weapon can pierce through: AI/Players
    $TypeMasks::VehicleObjectType; //Vehicles
   raycastExplosionProjectile = gunprojectile;
   raycastExplosionSound = ""; //sound played by exploding gunprojectile
   raycastDirectDamage = 45;
   raycastCritDirectDamage = 95;
   raycastDirectDamageType = $DamageType::SemiAutoRifle;
   raycastCritDirectDamageType = $DamageType::SemiAutoRifleHeadshot;
   raycastSpreadCount = 1;
   raycastSpreadAmt = 0; //except for inaccuracy
   raycastTracerProjectile = SemiAutoRifleTrailProjectile;
   raycastCritTracerProjectile = SemiAutoRifleCritTrailProjectile;

   //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]  = "Fire";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.14;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = SemiAutoRifleFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = SemiAutoRifleShot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = SemiAutoRifleSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.01;
stateTransitionOnTimeout[3]     = "Reload";

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

};

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


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


package SemiAutoRifleSightsSwitch
{
function armor::onTrigger(%this, %obj, %triggerNum, %val)
{
%client = %obj.client;
if(%triggerNum == 4 && %obj.isImageMounted(SemiAutoRifleImage) && %val && %obj.toolAmmo[%obj.currTool] != 0)
{
%newAmmo = %obj.toolAmmo[%obj.currTool];
%obj.mountImage(SemiAutoRifleSightsImage, 0, 0, 0);
%obj.toolAmmo[%obj.currTool] = %newAmmo;
}
else if(%triggerNum == 4 && %obj.isImageMounted(SemiAutoRifleSightsImage) && %val)
{
%newAmmo = %obj.toolAmmo[%obj.currTool];
%obj.mountImage(SemiAutoRifleImage, 0, 0, 0);
%obj.toolAmmo[%obj.currTool] = %newAmmo;
}

Parent::onTrigger(%this, %obj, %triggerNum, %val);
}
};
activatePackage(SemiAutoRifleSightsSwitch);


Note that I'm trying to get ironsighst on this weapon enabled. I would really appreciate it if someone can tell me how to fix this/fix it themselves. Thank you.

6
Add-Ons / GOD DAMN THIS TO HELL [LOCKED]
« on: August 15, 2010, 11:57:18 AM »
LOCKED cigaretteTS

7
Modification Help / My New Gun
« on: March 30, 2010, 07:11:42 PM »
Here is a new gun I'm working on. Give me your thoughts.

8
Modification Help / How to add a reload animation. . .
« on: March 15, 2010, 07:06:07 PM »
All I want to know is how to make a machine gun reload after 32 shots. Like in Bushi's tier packages. Please tell me or pm me a code. Thanks.

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