Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - spartan101

Pages: [1] 2 3 4 5 6
1
Add-Ons / Ak pack!
« on: December 26, 2010, 08:25:18 AM »
The Ak-pack
"There you go you got 10"
Features
L4d style version
Scoped version
And a normal version
Pictures


Download
Get these and you will recieve a swat suit!
Swatsuit
Ak-74u pack

2
Drama / Moonwalker
« on: December 04, 2010, 08:08:00 PM »
I just was on a private server 1 minute ago just testing the bolt rifle and Moonwalker/Extrude said "Nobody cares about your opinion. Keep it to yourself. Im very confused I never even commented on a his weapon today or before this week?I've tried to be nice to him but now this is very wrong what he did,worst of all he quit right after
Let's get to the point let's disscuss.



Also pic's for proof.

3
Modification Help / Basics weapon Pack (Winchester beta w/reloading)
« on: November 22, 2010, 04:11:17 PM »
The basic's pack
This pack is a no handed (Unless I say so) completely animated pack-Shocked (Me duh)
The weapons so far:
Milker Mgl
Script:0%(Need scripter)
Model:100%
Animation:100%




Dartgun (Hangun w/6 shots)
Script:50%(Need scripter)
Model:100%
Animation:100%

Script:100%(Hands because no grip otherwise)
Model:100%
Animation:100%


Planned:
  • Ak-47
  • Dart gun (from cabela's dangerous hunts)
  • Glock w/suppresser
Beta
Winchester:Public--Link-

4
Modification Help / Some textures not showing up
« on: November 18, 2010, 08:24:39 PM »
Well I put some textures in blender on my model and half of them are not showing up andy help guys?

5
Modification Help / Not executing because of sound problem
« on: October 30, 2010, 08:14:12 AM »
Code: [Select]
//audio
datablock AudioProfile(9mmFireSound)
{
   filename    = "9mmfire.wav";
   description = AudioClose3d;
   preload = true;
};

datablock AudioProfile(9mmUseSound)
{
   filename    = "9mmEquip.wav";
   description = AudioClose3d;
   preload = true;
};

datablock AudioProfile(9mmClipOutSound)
{
   filename    = "9mmClipOut.wav";
   description = AudioClose3d;
   preload = true;
};

datablock AudioProfile(9mmClipInSound)
{
   filename    = "9mmClipIn.wav";
   description = AudioClose3d;
   preload = true;
};

AddDamageType("9mm",   '<bitmap:add-ons/Weapon_9mm/CI_Pistol> %1',    '%2 <bitmap:add-ons/Weapon_9mm/CI_Pistol> %1',0.75,1);
datablock ProjectileData(P200Projectile)
{
   projectileShapeName = "add-ons/Weapon_Gun/bullet.dts";
   directDamage        = 10;
   directDamageType    = $DamageType::Gun;
   radiusDamageType    = $DamageType::Gun;

   brickExplosionRadius = 0;
   brickExplosionImpact = false;          //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      = 100;
   verticalImpulse   = 50;
   explosion           = gunExplosion;

   muzzleVelocity      = 75;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 1000;
   fadeDelay           = 700;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.10;
   isBallistic         = true;
   gravityMod = 0.2;

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

datablock ItemData(P200Item)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "./9mm2.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Hl2 pistol";
iconName = "./UI_9mm";
doColorShift = true;
colorShiftColor = "0.4 0.4 0.41 1.000";

// Dynamic properties defined by the scripts
image = 9mmImage;
canDrop = true;

maxAmmo = 18;
canReload = 1;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(P200Image)
{
   // Basic Item properties
   shapeFile = "./9mm.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 = 9mmItem;
   ammo = " ";
   projectile = gunProjectile;
   projectileType = Projectile;

   casing = GunShellDebris;
   shellExitDir        = "1.0 0.1 1.0";
   shellExitOffset     = "0 0 0";
   shellExitVariance   = 10.0;
   shellVelocity       = 5.0;

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

   doColorShift = false;

   // 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
   // Initial start up state

stateName[0]                      = "Activate";
stateTimeoutValue[0]              = 0.68;
stateTransitionOnTimeout[0]        = "LoadCheckA";
StateSequence[0] = "use";
StateSound[0] = "9mmUseSound";

stateName[1]                      = "Ready";
stateTransitionOnNoAmmo[1]        = "Reload";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]          = true;

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]      = "Delay";
stateTimeoutValue[2]            = 0.00;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateEjectShell[2]          = true;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateWaitForTimeout[2] = true;
StateSequence[2] = "fire";
stateSound[2] = 9mmFireSound;

stateName[3] = "Delay";
stateTransitionOnTimeout[3]      = "FireLoadCheckA";
stateTimeoutValue[3]            = 0.25;
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.5;
stateEmitterNode[3] = "muzzleNode";

//Torque switches states instantly if there is an ammo/noammo state, regardless of stateWaitForTimeout

stateName[4] = "LoadCheckA";
stateScript[4] = "onLoadCheck";
stateTimeoutValue[4] = 0.01;
stateTransitionOnTimeout[4] = "LoadCheckB";

stateName[5] = "LoadCheckB";
stateTransitionOnAmmo[5] = "Ready";
stateTransitionOnNoAmmo[5] = "ReloadWait";

stateName[6] = "ReloadWait";
stateTimeoutValue[6] = 0.3;
stateTransitionOnTimeout[6] = "Reload";
stateWaitForTimeout[6] = true;

stateName[7] = "Reload";
stateTimeoutValue[7] = 0.6;
stateScript[7] = "onReloadStart";
stateTransitionOnTimeout[7] = "ReloadB";
stateWaitForTimeout[7] = true;
StateSequence[7] = "reload";
stateSound[7] = 9mmClipOutSound;

stateName[8] = "ReloadB";
stateTimeoutValue[8] = 0.9;
stateTransitionOnTimeout[8] = "Reloaded";
stateWaitForTimeout[8] = true;
StateSequence[8] = "reload2";
stateSound[8] = 9mmClipInSound;

stateName[9] = "Reloaded";
stateTimeoutValue[9] = 0.05;
stateScript[9] = "onReloaded";
stateTransitionOnTimeout[9] = "Ready";

stateName[10] = "Smoke";
stateEmitter[10] = gunSmokeEmitter;
stateEmitterTime[10] = 0.3;
stateEmitterNode[10] = "muzzleNode";
stateTimeoutValue[10] = 0.2;
stateTransitionOnTimeout[10] = "Ready";
stateTransitionOnTriggerDown[10] = "Fire";

stateName[11] = "ReloadSmoke";
stateEmitter[11] = gunSmokeEmitter;
stateEmitterTime[11] = 0.3;
stateEmitterNode[11] = "muzzleNode";
stateTimeoutValue[11] = 0.2;
stateTransitionOnTimeout[11] = "Reload";

stateName[12] = "FireLoadCheckA";
stateScript[12] = "onLoadCheck";
stateTimeoutValue[12] = 0.01;
stateTransitionOnTimeout[12] = "FireLoadCheckB";

stateName[13] = "FireLoadCheckB";
stateTransitionOnAmmo[13] = "Smoke";
stateTransitionOnNoAmmo[13] = "ReloadSmoke";
};

function 9mmImage::onFire(%this,%obj,%slot)
{
if(vectorLen(%obj.getVelocity()) < 0.1 && (getSimTime() - %obj.lastShotTime) > 600)
{
%projectile = 9mmProjectile;
%spread = 0.00001;
%obj.playThread(2, plant);
}
else
{
%projectile = 9mmProjectile;
%spread = 0.001;
%obj.playThread(2, activate);
}

%obj.lastShotTime = getSimTime();

%shellcount = 1;
%obj.toolAmmo[%obj.currTool]--;

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 9mmImage::onLoadCheck(%this,%obj,%slot)
{
if(%obj.toolAmmo[%obj.currTool] <= 0)
%obj.setImageAmmo(%slot,0);
else
%obj.setImageAmmo(%slot,1);
}

function 9mmImage::onReloaded(%this,%obj,%slot)
{
%obj.toolAmmo[%obj.currTool] = 15;
%obj.setImageAmmo(%slot,1);
}
What's wrong with this code ^

6
Modification Help / My gun is reloading every time I shoot
« on: October 21, 2010, 11:05:01 AM »
Im not the best scripter,but I never had this problem any help guys?
Code: [Select]
//audio
datablock AudioProfile(Sten2FireSound)
{
   filename    = "./Sounds/Sten2_fire.wav";
   description = AudioClose3d;
   preload = false;
};

datablock AudioProfile(Sten2EquipSound)
{
   filename    = "./Sounds/Sten2_Use.wav";
   description = AudioClose3d;
   preload = false;
};

datablock AudioProfile(Sten2ClipInSound)
{
   filename    = "./Sounds/Sten2_ClipInFULL.wav";
   description = AudioClose3d;
   preload = true;
};

datablock AudioProfile(Sten2ClipOutSound)
{
   filename    = "./Sounds/Sten2_ClipOut.wav";
   description = AudioClose3d;
   preload = true;
};

//OtherData
AddDamageType("Sten2",   '<bitmap:add-ons/Weapon_Sten2/Icons/ci_Sten2> %1',    '%2 <bitmap:add-ons/Weapon_Sten2/Icons/ci_Sten2> %1',0.75,1);
datablock ProjectileData(Sten2Projectile)
{
   projectileShapeName = "add-ons/Weapon_Gun/bullet.dts";
   directDamage        = 10;
   directDamageType    = $DamageType::Sten2;
   radiusDamageType    = $DamageType::Sten2;

   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      = 80;
   verticalImpulse     = 40;
   explosion           = gunExplosion;

   muzzleVelocity      = 75;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = true;
   gravityMod = 0.4;

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

//////////
// item //
//////////
datablock ItemData(Sten2Item)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "./Models/Sten2NH.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Sten Mark 2";
iconName = "./Icons/UI_Sten2";
doColorShift = true;
colorShiftColor = "0.4 0.4 0.41 1.000";

// Dynamic properties defined by the scripts
image = Sten2Image;
canDrop = true;

maxAmmo = 35;
canReload = 1;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(Sten2Image)
{
   // Basic Item properties
   shapeFile = "./Models/Sten2.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 = Sten2Item;
   ammo = " ";
   projectile = Sten2Projectile;
   projectileType = Projectile;

   casing = GunShellDebris;
   shellExitDir        = "1.0 0.1 1.0";
   shellExitOffset     = "0 0 0";
   shellExitVariance   = 10.0;
   shellVelocity       = 5.0;

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

   doColorShift = false;

   // 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
   // Initial start up state

stateName[0]                      = "Activate";
stateTimeoutValue[0]              = 0.7;
stateTransitionOnTimeout[0]        = "LoadCheckA";
StateSequence[0] = "use";
StateSound[0] = "Sten2EquipSound";

stateName[1]                      = "Ready";
stateTransitionOnNoAmmo[1]        = "Reload";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]          = true;

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]      = "Delay";
stateTimeoutValue[2]            = 0.00;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateEjectShell[2]          = true;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateWaitForTimeout[2] = true;
StateSequence[2] = "fire";
stateSound[2] = Sten2FireSound;

stateName[3] = "Delay";
stateTransitionOnTimeout[3]      = "FireLoadCheckA";
stateTimeoutValue[3]            = 0.06;
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.06;
stateEmitterNode[3] = "muzzleNode";

//Torque switches states instantly if there is an ammo/noammo state, regardless of stateWaitForTimeout

stateName[4] = "LoadCheckA";
stateScript[4] = "onLoadCheck";
stateTimeoutValue[4] = 0.01;
stateTransitionOnTimeout[4] = "LoadCheckB";

stateName[5] = "LoadCheckB";
stateTransitionOnAmmo[5] = "Ready";
stateTransitionOnNoAmmo[5] = "ReloadWait";

stateName[6] = "ReloadWait";
stateTimeoutValue[6] = 0.3;
stateTransitionOnTimeout[6] = "Reload";
stateWaitForTimeout[6] = true;

stateName[7] = "Reload";
stateTimeoutValue[7] = 0.90;
stateScript[7] = "onReloadStart";
stateTransitionOnTimeout[7] = "ReloadB";
stateWaitForTimeout[7] = true;
StateSequence[7] = "reload1";
stateSound[7] = Sten2ClipOutSound;

stateName[8] = "ReloadB";
stateTimeoutValue[8] = 1.53;
stateTransitionOnTimeout[8] = "Reloaded";
stateWaitForTimeout[8] = true;
StateSequence[8] = "reload2";
stateSound[8] = Sten2ClipInSound;

stateName[9] = "Reloaded";
stateTimeoutValue[9] = 0.5;
stateScript[9] = "onReloaded";
stateTransitionOnTimeout[9] = "Ready";

stateName[10] = "Smoke";
stateEmitter[10] = gunSmokeEmitter;
stateEmitterTime[10] = 0.3;
stateEmitterNode[10] = "muzzleNode";
stateTimeoutValue[10] = 0.2;
stateTransitionOnTimeout[10] = "Ready";
stateTransitionOnTriggerDown[10] = "Fire";

stateName[11] = "ReloadSmoke";
stateEmitter[11] = gunSmokeEmitter;
stateEmitterTime[11] = 0.3;
stateEmitterNode[11] = "muzzleNode";
stateTimeoutValue[11] = 0.2;
stateTransitionOnTimeout[11] = "Reload";

stateName[12] = "FireLoadCheckA";
stateScript[12] = "onLoadCheck";
stateTimeoutValue[12] = 0.01;
stateTransitionOnTimeout[12] = "FireLoadCheckB";

stateName[13] = "FireLoadCheckB";
stateTransitionOnAmmo[13] = "Smoke";
stateTransitionOnNoAmmo[13] = "ReloadSmoke";
};

function Sten2Image::onFire(%this,%obj,%slot)
{
if(vectorLen(%obj.getVelocity()) < 0.1 && (getSimTime() - %obj.lastShotTime) > 50)
{
%projectile = Sten2Projectile;
%spread = 0.003;
}
else
{
%projectile = Sten2Projectile;
%spread = 0.007;
}

%obj.lastShotTime = getSimTime();
%shellcount = 1;

%obj.playThread(2, plant);
%shellcount = 1;
%obj.toolAmmo[%obj.currTool]--;

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 Sten2Image::onMount(%this, %obj, %slot)
{
%obj.hidenode("RHand");
        %obj.hidenode("LHand");
}


function Sten2Image::onUnMount(%this, %obj, %slot)
{
%obj.unhidenode("RHand");
        %obj.unhidenode("LHand");
}

function Sten2Image::onLoadCheck(%this,%obj,%slot)
{
if(%obj.toolAmmo[%obj.currTool] <= 0)
%obj.setImageAmmo(%slot,0);
else
%obj.setImageAmmo(%slot,1);
}

function Sten2Image::onReloaded(%this,%obj,%slot)
{
%obj.toolAmmo[%obj.currTool] = 50;
%obj.setImageAmmo(%slot,1);
}

7
Gallery / Spartan101's mods
« on: October 08, 2010, 03:32:06 PM »
Dmr


Ww2 weapons


More to come soon.....
Also I use blender for those who did not know

8
Modification Help / Making a custom bullet with blender?
« on: October 08, 2010, 03:17:42 PM »
I have one model done now should I parent it to Detail32 then shape?

9
General Discussion / I am banned from pming for no reason
« on: October 07, 2010, 04:32:58 PM »
I checked and it never said "Sorry you and banned from sending personal messages"
And worst of all I have 82 pms I cannot reply too!

10
Help / Wtf is wrong with my bedroom maps?
« on: October 05, 2010, 03:53:13 PM »
Well I was on my server as usuall and the maps are either blure or white any help?

11
Modification Help / Gimp help for item icons
« on: October 01, 2010, 03:51:41 PM »
Could someone show me how to make one using gimp or inkscape?

12
Modification Help / Making a scope texture like this
« on: September 18, 2010, 08:09:56 AM »

How do I do that?
Is it a glass texture or what?

13
Modification Help / I can't get python 2.3 for mac!
« on: September 10, 2010, 07:30:55 AM »
Please help I have a power MAC

14
Modification Help / Hide node function not working!
« on: September 10, 2010, 07:25:50 AM »
Well anyways I am working on v2 of my bioshock tommy gun but when I put the hide node function it does not work,Could it be because I have the code to put it on the back of the player?

15
Modification Help / How do I get a glass texture in game using blender?
« on: September 07, 2010, 05:00:15 PM »
got it
Koopa scoopa-If you're using Blender, be sure to click the box "Translucent", after clicking the texture name whist exporting.
I have no idea if you're using Milkshape.

Pages: [1] 2 3 4 5 6