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Topics - Plasticman

Pages: [1]
1
Add-Ons / Plasticman's Weaponset
« on: May 21, 2011, 01:31:46 AM »
 Join the server: Click

2
Help / additem NOT working
« on: March 28, 2011, 10:58:19 PM »
I CANNOT find >player>additem>item
I thought that it was default! Its not in my list of actions at all! Neither is setItem >:O
Not even when i have EVERY addon checked to run. This is making a TDM impossible!

3
Modification Help / Mounting Models?
« on: March 20, 2011, 11:40:55 PM »
Is there a way to mount other models onto  a weapon in Blockland. This would be good for making mods of weapons that you want ingame without making multiple models of the same gun with different attachments. So like, if i had an M4, and i wanted to make it have an ACOG sight, all I would need is the M4 model, and the ACOG model and then a script that mounts the ACOG to the M4 based on the position of a joint in the M4 model.

4
Add-Ons / Barrett 50 cal (Troll Weapon)
« on: March 20, 2011, 02:02:27 AM »
Barrett 50 cal sniper rifle
Features:
-Over Powered (when scoped)
-Scope
-5 shot clip
-Raytraces
-Animations
-Sounds

-Update: Shorter :O
-Note: sorry guys I made it a little shorter, but i think that if I made more short than it is now, it would start to look out-of-proportion and wrong. The picture below is the weapon when it was longer, it should be shorter now :D

Download and Troll Away
(By the way the model is absolutely 100% stolen because you've seen it all over Blockland before...)
Actually JK. The model is actually mine. I modeled, animated, and textured it. It's MINE!

Pic:

5
Modification Help / iron sights help
« on: March 11, 2011, 02:49:50 AM »
If you click here then you can see the post i referenced for making iron sights on one of my weapons. But I don't know how to determine the correct "eye offset" coordinates so the gun will have lined-up sights

Please help (HellsHero)

6
Suggestions & Requests / MH-6 LittleBird
« on: March 05, 2011, 12:11:28 AM »
LOLOLOL! STOLEN because you've seen it all over Blockland before now!

JK- Or am I. I get accused of stealing models regardless of whether or not I say that I did or didn't D: anyway, here's my idea of an MH-6 Littlebird. I'll probably complete it over a period of weeks, and then not release it like i did with the osprey. Hope you guys like it!

-Also, if you have suggestions for future heli's, I'm always open. I might pick one that I like out of the comments if you guys post!





7
Modification Help / I need coder for Osprey
« on: January 29, 2011, 10:26:47 AM »
I have this model DONE! But i need someone who will be able to code it. Please message me for info on what i want included in the code.


8
Suggestions & Requests / Osprey: NEED CODER
« on: January 09, 2011, 02:51:59 AM »
I made an osprey, but I'm not a coder so I need some help.

I want to make it so when the player presses the space bar the blades go from facing up to facing forward, and the speed of the helicopter is increased. I have proof that the model exists.

So i would need someone who could code this. The alternative is just so that the blades go from facing up to forward without any difference in handling.

There would have to four animation states: Blades up, transition to forward, blades forward, transition to up



This would be really cool to get working so i hope someone can help!

9
Add-Ons / Ch-53 Super Stallion and Ch-47 Chinook
« on: December 30, 2010, 01:03:40 AM »
GOTTA LOVE THEM TROLLS!

The Ch-53 Super Stallion is a large helicopter designed for transporting troops
The vehicle can carry up to 8 passengers as well as a co-pilot and pilot
This helicopter will suit all of your troop transportation needs :)

BTW: This model is not stolen. This is 100% my property.

You can still download by clicking the text below, but i can't promise that it will work :/

DOWNLOAD AT YOUR OWN RISK


I don't know how to fix the crashing because it doesn't crash me. If anyone wants to fix it, be my guest. Also, I really want to add a gunner, but I'm not a scripter, so whoever wants to help out please say so in the comments.

The Chinook is pretty much the same as the super stallion. It'l probably crash everyone, and it laggs as soon as you crash into bricks.

Ch-53 Super Stallion


Ch-47 Chinook


I have finished the model for a V-22 Osprey and I need someone who can code it for me. Please send me a message if you want more information for what I want included in the code.
I'm not going to release the Osprey unless i find a coder, and that's not going to happen on the forums. So basically I'm not going to release the Osprey.

10
Modification Help / Help with vehicle
« on: July 15, 2010, 09:13:39 PM »
Im working on a CH-47 chinook and when I try to spawn it blockland crashes! I don't know if its a problem with the model or the script...

Download Model

If you can make this model into a working vehicle then you can post it on the RTB or BL forums. JUST GIMMI CREDIT FOR THE MODEL PLEASE

I should note that this is my first vehicle. I have worked very hard on the model and I would really like to see it as part of an addon. The "Download Model" link is the finished version of the model with animations.



Code: [Select]
datablock AudioDescription(ch47ChinookLooping3d)
{
   volume   = 4.0;
   isLooping= true;

   is3D     = true;
   ReferenceDistance= 5.5;
   MaxDistance= 80.0;
   type     = $SimAudioType;
};
datablock AudioProfile(ch47ChinookSound)
{
   filename    = "./heli.wav";
   description = ch47ChinookLooping3d;
   preload = true;
};



datablock DebrisData(ch47ChinookDebris)
{
   emitters = "jeepDebrisTrailEmitter";

shapeFile = "./ch47Model.dts";
lifetime = 3.0;
minSpinSpeed = -300.0;
maxSpinSpeed = 300.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 1;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;

gravModifier = 2;
};
datablock ExplosionData(ch47ChinookFinalExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 150;

   soundProfile = vehicleExplosionSound;
  
   emitter[0] = vehicleFinalExplosionEmitter3;
   emitter[1] = vehicleFinalExplosionEmitter2;

   particleEmitter = vehicleFinalExplosionEmitter;
   particleDensity = 20;
   particleRadius = 1.0;

   debris = ch47ChinookDebris;
   debrisNum = 1;
   debrisNumVariance = 0;
   debrisPhiMin = 0;
   debrisPhiMax = 360;
   debrisThetaMin = 0;
   debrisThetaMax = 50;
   debrisVelocity = 15;
   debrisVelocityVariance = 3;

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

   shakeCamera = true;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "10.0 10.0 10.0";
   camShakeDuration = 0.75;
   camShakeRadius = 15.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 20;
   lightStartColor = "0.45 0.3 0.1";
   lightEndColor = "0 0 0";

   //impulse
   impulseRadius = 15;
   impulseForce = 1000;
   impulseVertical = 2000;

   //radius damage
   radiusDamage        = 30;
   damageRadius        = 8.0;

   //burn the players?
   playerBurnTime = 5000;

};

datablock ProjectileData(ch47ChinookFinalExplosionProjectile)
{
   directDamage        = 0;
   radiusDamage        = 0;
   damageRadius        = 0;
   explosion           = ch47ChinookFinalExplosion;

   directDamageType  = $DamageType::jeepExplosion;
   radiusDamageType  = $DamageType::jeepExplosion;

   explodeOnDeath = 1;

   armingDelay         = 0;
   lifetime            = 10;
};

datablock FlyingVehicleData(ch47ChinookVehicle)
{
   //Tagged fields for mission editor
      category = "Vehicles";
      displayName = " ";

   //Shapebase Fields
      shapeFile   = "./ch47Model.dts";  
      emap        = true;
      mass        = 200;
      drag        = 1.7;
      density     = 4;
      
      maxDamage = 200.00;
      destroyedLevel = 200.00;
      energyPerDamagePoint = 160;
      speedDamageScale = 1.04;
      collDamageThresholdVel = 20.0;
      collDamageMultiplier   = 0.02;





   //Tagged fields for mounting
      minMountDist = 3;  
      numMountPoints = 2;
      mountThread[0] = "sit";
      mountThread[1] = "sit";



lookUpLimit = 0.5;
lookDownLimit = 0.5;

   //Vehicle Fields:
      jetForce          = 500;
      jetEnergyDrain    = 8;
      minJetEnergy      = 1;

      massCenter        = "0 0 0";
      //massBox           = "1 1 1";
      bodyRestitution   = 0.5;
      bodyFriction      = 0.5;
      //softImpactSound   = ; //AudioProfile
      //hardImpactSound   = ; //AudioProfile

      minImpactSpeed    = 25;
      softImpactSpeed   = 25;
      hardImpactSpeed   = 50;
      minRollSpeed      = 0;
      maxSteeringAngle  = 0.785;

      maxDrag        = 40;
      minDrag        = 50;
      integration    = 4;
      collisionTol   = 0.1;
      contactTol     = 0.1;

      cameraRoll     = false;
      cameraMaxDist  = 25;        
      cameraLag      = 0.0;
      cameraDecay    = 0.0;
      cameraOffset   = 5.5;
      cameraTilt     = 0.0;

      //dustEmitter       = ; //ParticleEmitterData
      triggerDustHeight = 3.0;
      dustHeight        = 1.0;

      numDmgEmitterAreas   = 0;
      
      damageEmitter[0] = vehicleBurnEmitter;
      damageEmitterOffset[0] = "0.0 0.0 0.0 ";
      damageLevelTolerance[0] = 0.99;

      damageEmitter[1] = vehicleBurnEmitter;
      damageEmitterOffset[1] = "0.0 0.0 0.0 ";
      damageLevelTolerance[1] = 1.0;

      //splashEmitter[0]        = ; //ParticleEmitterData

      splashFreqMod     = 300.0;
      splashVelEpsilon  = 0.50;

      exitSplashSoundVelocity    = 2.0;
      softSplashSoundVelocity    = 1.0;
      mediumSplashSoundVelocity  = 2.0;
      hardSplashSoundVelocity    = 3.0;

      collDamageThresholdVel  = 20;
      collDamageMultiplier    = 0.05;

   //For Wrench Gui
      uiName   = "CH-47 Chinook";
      rideAble = true;
      paintable = true;

   //Flying vehicle fields
      //jetSound = ;      //AudioProfile
      //engineSound = ;   //AudioProfile

maneuveringForce = 3000; // Horizontal jets (W,S,D,A key thrust)
horizontalSurfaceForce = 10; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
verticalSurfaceForce = 100; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
autoInputDamping = 0.95; // Dampen control input so you don't` whack out at very slow speeds
steeringForce = 1000; // Steering jets (force applied when you move the mouse)
steeringRollForce = -20; // Steering jets (how much you heel over when you turn) 5
rollForce = 1; // Auto-roll (self-correction to right you after you roll/invert)
autoAngularForce = 1000; // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
rotationalDrag = 8; // Anguler Drag (dampens the drift after you stop moving the mouse...also tumble drag)
autoLinearForce = 100; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
maxAutoSpeed = 15; // Autostabilizer kicks in when less than this speed. (meters/second)
hoverHeight = 1.1; // Height off the ground at rest
createHoverHeight = 0.7; // Height off the ground when created //exec("add-ons/vehicle_U1.cs");

      //forwardJetEmitter    = ; //ParticleEmitterData
      //backwardJetEmitter   = ; //ParticleEmitterData
      //downJetEmitter       = ; //ParticleEmitterData
      //trailEmitter         = ; //ParticleEmitterData

      minTrailSpeed        = 1;
      vertThrustMultiple   = 1.0;

  
   //Tagged fields for damage
      initialExplosionProjectile = ch47ChinookExplosionProjectile;
      initialExplosionOffset = 0;         //offset only uses a z value for now

      burnTime = 500;

      finalExplosionProjectile = ch47ChinookFinalExplosionProjectile;
      finalExplosionOffset = 0.5;          //offset only uses a z value for now

      minRunOverSpeed    = 5;   //how fast you need to be going to run someone over (do damage)
      runOverDamageScale = 5;   //when you run over someone, speed * runoverdamagescale = damage amt
      runOverPushScale   = 1.2; //how hard a person you're running over gets pushed
};


function ch47Chinookvehicle::onadd(%this,%obj)
{
parent::onadd(%this,%obj);
  %obj.playThread(0,"spin");
    %obj.PlayAudio(0,ch47ChinookSound);


}



Flames: I used the script for the UH-60 Blackhawk; so credtis to stratofortress


-WIP

11
Add-Ons / The Symatar
« on: April 25, 2010, 08:00:33 PM »
Heres my latest weapon. It fires rawkets at high velocities! Four shots then reload. Download

Note: I know what a scimitar is! This is spelled wrong on purpose! If you think you have the perfect name for this gun post it in the repsonses and I might change it.

Specs: 75 damage
bullet velocity=100
accurate
fires very fast but has a slower reload
explosive damage!

-Update on the model

Pics!


Inspired by the EU pistol from BF2142
Also the "red" stuff is actually BRICKS that the bullet is exploding!

12
Modification Help / Ammo help.
« on: April 17, 2010, 02:22:24 AM »
I have a gun that i need to fire four shots, then reload. I could use some explanation of how ammo works.

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