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Topics - TheKhoz

Pages: [1] 2
1
Off Topic / Saudade - Awesome Short Film
« on: December 18, 2014, 11:24:06 PM »
So, I have been pretty interested in the idea of saudade recently, and I looked it up on youtube. Well, what I found was a pretty sweet short film that I think is pretty damn awesome.

https://www.youtube.com/watch?v=kPtwFRQV8uw

What do you guys think? Obviously, the production is a little bit rough, but I still think it's pretty good, especially cause it looks like it was made by university students.

2
Add-Ons / TARDIS Vehicle - Released!
« on: January 05, 2013, 05:42:38 PM »
TARDIS
Time and Relative Dimension in Space

The iconic symbol of Doctor Who, the TARDIS. A time and space machine. Unfortunately, it turns out that Blockland doesn't have time travel support, so it can only be a flying vehicle!

Version 1

While this is an official release, I feel like there are ways that this can be improved. I feel like this is the best way to get feedback on this. So, download it, try it out and tell me what you think. If you think that something should be added, post it here.

Features

  • Spinning and Static Versions
  • Mark I and Mark II Versions
  • 4 Vehicles for the Price of One! (Seriously, all 4 of these together have 1/3 of the Datablocks of the tank.)
  • Materialization sounds (Credit to Alphadin for making this work.)
  • Height Control Script.
  • Not bigger on the inside.


Required Add-On
This Add-On requires HeightControlSupport in order to work, so make sure to download it too!

Pictures




Videos





3
Off Topic / Rubik's Cubes and other Twisty Puzzles
« on: February 12, 2012, 01:12:57 AM »
The Rubik's Cube

The most well known, most loved, most hated of the twisty puzzles:



History

Rubik's Cube is a 3-D mechanical puzzle invented in 1974 by Hungarian sculptor and professor of architecture Ernő Rubik.
Originally called the "Magic Cube", the puzzle was licensed by Rubik to be sold by Ideal Toy Corp. in 1980 and won the German Game of the Year special award for Best Puzzle that year.
As of January 2009, 350 million cubes had been sold worldwide making it the world's top-selling puzzle game. It is widely considered to be the world's best-selling toy.

Can you solve it?

With 43 Quintillion possibilities for just the 3x3x3 and millions of cubes sold, do you think that you can solve it?
If you can't, there are tutorials. Lots of tutorials. For instance, THE TUTORIAL

We've got CFOP Fridrich, Petrus, Roux, Beginners, Corners-first and the ZZ method. Pick your poison.
The most widely used for speedcubing is the CFOP or Fridrich method. This requires around 80 algorithms to learn completely, which is crazy!
As such, 2-look CFOP has been made, to reduce the Algorithm count to only 18.

Times

In speedsolving, you want the best time. So, let's talk times. Jury Froeschl won the first world record with 38 seconds, generally considered now
to be very slow. A year later, Minh Thai won the record with 22.95 seconds. And now, in 2012 we have insane records. Feliks Zemdegs set a record of 5.66 seconds for a single solve using the DaYan ZanChi. My own personal times are very slow, in comparison. My average is about 45 seconds and my record is about 35 seconds. This is in no way a record time, but I am trying to get better.

Puzzles

Now we come to the thick of it. The real deal. The Puzzles. SO. MANY. PUZZLES.
Popular shops for Puzzles:
http://mefferts.com/
http://www.witeden.com/
http://www.speedcubeshop.com/
http://www.cubedepotusa.com/
http://cube4you.com/
and you can get a bunch of puzzles on Amazon.

Now, if you are looking to get into Speedcubing for a 3x3x3, I reccomend either a DaYan ZhanChi or a DaYan GuHong.
They are considered to be the best and I certainly think so.

My prefered cubes:

LanLan 2x2
DaYanZhanChi 3x3
LanLan 4x4
and then V-Cubes take power from 5x5 to 7x7.

But then, there are not just cubes. There are cuboids (1x2x3, 1x3x3, 2x3x3 etc.) There are other puzzles
that are even more insane. It's so varied it would be impossible to make an accumulation of every type of puzzle.

Gallery




4
Gallery / Hydralisk's Machinima - The Nightmare
« on: October 05, 2011, 07:20:29 AM »


Beware

5
Add-Ons / Pi's VTOL Helicopter (v2 Weaponized!)
« on: October 01, 2011, 09:14:11 PM »


VTOL Helicopter (v2)
Vertically Taking off and Landing. Just my style. Press Jump to ascend and crouch to descend. It has rotating blades, and a clear windshield. Sponsored by Krypt. Now includes weaponized, slightly faster, and explode on crash!

Any bugs, please tell me.

Credits:
Lordician for his awesome Height Control
Heedicalking for giving me snippits of code and pointing me in the right direction

Beta Testers:
Don'tCare4Free
Gear
Pables
Althar
Super Spartan X


Description

That's right, Height Control, by Lordician.
Sweet jesus.
Obviously, he approves.


You and your buddies have to get from one place to another. Well, good thing you have this.

Rocket VTOL (Personal Artillery)

Yes, it shoots rockets. Like the Rocket L. Aim, press the button, and BLAM, everyone died.

Minigun VTOL (Anti-Personnel Craft)

Yes, it shoots bullets. Like the Gun. Aim, press the button, and PEW PEW, everyone died.

Required Add-On
This Add-On requires HeightControlSupport in order to work, so make sure to download it too!

Installation
Put Vehicle_TwinBladedVTOL.zip into the Add-Ons folder in your Blockland folder. You've got to get Height Control too, or else you can't fly. D:

Download

Mediafire
You download it by clicking this here blue text.

Dropbox
This here blue text also works!

RTB
That Topic can be found, here!



6
Off Topic / Words can not describe the way this worked out...
« on: June 24, 2011, 06:20:35 PM »
Quote from: Steam conversation
Never tell your password to anyone.
>:Leet-Zero:<: Hi.
Pi - TheKhoz: hi
>:Leet-Zero:<: Eat your vedgetables.
Pi - TheKhoz: I dun like my vedgetables
>:Leet-Zero:<: EAT YOUR GOD-DAMN loving VEDGETABLES.
Pi - TheKhoz: :c okay mommy..
>:Leet-Zero:<: C:
Pi - TheKhoz: I didn't eat my vedgetables
>:Leet-Zero:<: FFFFFFFFFFUUUUUUUUUUUUUUUUUUU UUUUUUUUUUUU
Pi - TheKhoz: I just threw them in the trash and said I ate them
>:Leet-Zero:<: Ok
Pi - TheKhoz: Am I grounded :C?
>:Leet-Zero:< gives you a cactus
>:Leet-Zero:<: EAT IT
>:Leet-Zero:<: NOW
Pi - TheKhoz: but
Pi - TheKhoz: but
Pi - TheKhoz: that's worse than a vedgetable :C
>:Leet-Zero:<: I know.
>:Leet-Zero:<: EAT IT.
Pi - TheKhoz: How about, no!
>:Leet-Zero:<: YOU ARE GROUDNED
Pi - TheKhoz runs away and sticks his tounge out
Pi - TheKhoz: NOP FATTY
>:Leet-Zero:< pounds you to the ground out of sudden
Pi - TheKhoz: I'M FREEEEEEEEEEEEEEEE
>:Leet-Zero:<: IMAFURRYCATANDIAMGOINGTOforge tYOUNOW
Pi - TheKhoz: ASDFASDF
>:Leet-Zero:< rips your clothes off
Pi - TheKhoz: I will eat my vedgetables :C
>:Leet-Zero:< slides that cactus up your ass.
Pi - TheKhoz just stuff his pa-
Pi - TheKhoz just stuff on the cactus
>:Leet-Zero:< forgets you with the cactus.
Pi - TheKhoz likes it...
>:Leet-Zero:<: Oh God.
Pi - TheKhoz: lol
>:Leet-Zero:< faps on your face.
Pi - TheKhoz wakes up from his dream
>:Leet-Zero:<: itt: I am stroking my richard of your face.
Pi - TheKhoz: yea...
>:Leet-Zero:< moans
>:Leet-Zero:< cums everywhere over you
>:Leet-Zero:< forgets you with the cactus harder.
>:Leet-Zero:<: C:
Pi - TheKhoz turns behind himself in real life and sees his mother reading his conversation...
>:Leet-Zero:<: :D..
>:Leet-Zero:<: Did I get you trouble?
Pi - TheKhoz: no
>:Leet-Zero:<: Aww
Pi - TheKhoz: At least
>:Leet-Zero:< forgets you with the cactus even harder and strokes your richard with a spiked towel.
Pi - TheKhoz: SHE DOESN'T RAPE ME IF I DON'T EAT MY VEDGETABLES
Pi - TheKhoz: ouch
Pi - TheKhoz: think about that
Pi - TheKhoz: cactus carrot... :C
>:Leet-Zero:< faps your rooster harder.
Pi - TheKhoz: asdfasd
>:Leet-Zero:<: oll
>:Leet-Zero:<: Spiked towel
>:Leet-Zero:<: ftw
Pi - TheKhoz: HRNNNNNGGGG
Pi - TheKhoz: This took a really odd tutrn
Pi - TheKhoz: turn*
>:Leet-Zero:<: >:3
Pi - TheKhoz: when you shoved a cactus up my ass...
Pi - TheKhoz: actually
>:Leet-Zero:<: ?
Pi - TheKhoz: when you said you were gon rape me
>:Leet-Zero:<: Derp.
>:Leet-Zero:< slides his 20 inch rooster deeply in your star fish while your rooster is still in there.
>:Leet-Zero:<: OHLOHLHOLHOLOLOLOL
Pi - TheKhoz: ASDF
Pi - TheKhoz: GO BACK TO YOUR HENTAI YOUNGE MAN
>:Leet-Zero:<: Hmmm..
>:Leet-Zero:<: How about I don't go back to Hentai and forget you with my three 20 inch roosters?
Pi - TheKhoz: No
>:Leet-Zero:< grows 2 roosters
>:Leet-Zero:< forgets yu with 3 roosters and a cactus.
Pi - TheKhoz: wha-
>:Leet-Zero:< faps your richard with the spiked towel.
Pi - TheKhoz starts to interject out of each finger and toe
Pi - TheKhoz: IT'S EVERYWHERE
>:Leet-Zero:< 's nipples become richards and sperm shoots everywhere
>:Leet-Zero:< shoots sperm out of his eyes over you
Pi - TheKhoz: ASDFASDFASDASDAAASDFSDfasfdfa sasasdasdasdasaaasaaaaa
>:Leet-Zero:<: YEP IT SI

Please, tell me there is a reason that this happened.

Please.

By the way, this is my first completely pointless and random topic, I have the right to make one...

7
Add-Ons / Pi's Add-On Collection - MP-40 and Mauser c96!
« on: May 15, 2011, 04:41:06 PM »
Pi's Add-ons


Are you tired of those big packs of perfectly balanced weapons called Peer Practical, or whatever,
by Dr. Rushido, or whatever his name is? No? Well too bad. This is just a random mish-mash of different
add-ons. It will start small, but over time it will grow. Now, let's see what we have here... Some people don't understand that talking about Bushi was a joke...

Please inform me of any bugs. I tested, but there might be something I missed.

Mauser c96

Description
German Pistol. Right click to change from Fully Auto to Semi Auto and back.

Credits:
Model: Pi
Script: Munk
Icons: hothot by Kyzor
Sound from Fallout 3

Screenshots





Installation
Put Weapon_Mauser.zip into the Add-Ons folder in your Blockland folder.


Required Add-On
This Add-On requires the Gun in order to work, if you don't have it, you're fat.

Download

Mediafire:
Weapon_Mauser.zip

Mirror:
Weapon_Mauser.zip

MP-40

Description
German Submachine gun...

Credits:
Model: Pi
Script: Stolen from Amade ;D (Troubleshooting by Munk)
Icons: hothot by Kyzor

Screenshots





Installation
Put Weapon_Pi-MP.zip into the Add-Ons folder in your Blockland folder.


Required Add-On
This Add-On requires the Gun in order to work, if you don't have it, you're fat.

Download

Mediafire:
Weapon_Pi-MP.zip

Mirror:
Weapon_Pi-MP.zip

Ak-47

Description
The King of generic weapons.

Credits:
Model: Pi
Script: Stolen from Amade ;D (Troubleshooting by Munk)
Icons: Beautifully made by Nymethus

Screenshots





Installation
Put Weapon_AK-47.zip into the Add-Ons folder in your Blockland folder.


Required Add-On
This Add-On requires the Gun in order to work, if you don't have it, you're fat.

Download
Weapon_AK-47.zip

Mirror: RTB
Weapon_AK-47.zip

American 180

Description
It has a drum on top instead of being on the bottom or anything... Whaaaat?!

Credits:
Model: Pi
Script: Stolen from Amade ;D (Troubleshooting by Munk)
Icons: Beautifully made by Nymethus

Screenshots





Installation
Put Weapon_American180.zip into the Add-Ons folder in your Blockland folder.


Required Add-On
This Add-On requires the Gun in order to work, if you don't have it, you're fat.

Download
Weapon_American180.zip


All I have so far... If you encounter any bugs, please tell me.

8
Modification Help / Pi's Add-On Collection - TF2 is not happening
« on: May 15, 2011, 02:52:51 PM »
Info
Listen up, buddy. We've got some TF2 weapons. I am here to make some new ones. I am here to make my own version of old ones. But I can't do this without feedback, so give it to me. Is my weapon too big? Tell me. Does my weapon not do enough damage? Tell me. Does it do too much? Tell me.

We've got 32 of these weapons.
Powerjack
Backscratcher
Submachinegun
Sandman
Bat
Boston Basher
Scattergun
Southern Hostpitality
Wrench
Shotgun
Frontier Justice
Fire Axe
Postal Pummeler
Kritzkreig
Medigun
Eyelander
Big Earner
Chargin' Targe
Half-Zatoici
Scottsman's Skullcutter
Homewrecker
Axtinguisher
Ullapool Caber
Kukri
Tomislav
Brass Beast
Equalizer
Liberty Launcher
Black Box
Rocket Laucher
Ambassador
L'etranger


Please note, I am using the sounds FROM TF2, so these will be as accurate as possible.

List of Official Progress
Melee Weapons
  • Kukri - In-game. Damage - Not Set. Special - None. Problem - None.
  • Powerjack - In-game. Damage - Not Set. Special - None. Problem - Too Large
  • Eyelander - In-game. Damage - Not Set. Special - None. Problem - None
  • Half-Zatoici - In-game. Damage - Not Set. Special - None. Problem - None
  • Scottsman's Skullcutter - In-game. Damage - Not Set. Special - None. Problem - None
  • Equalizer - In-game. Damage - Not Set. Special - None. Problem - None
  • Axtinguisher - In-game. Damage - Not Set. Special - None. Problem - None
  • Homewrecker - In-game. Damage - Not Set. Special - None. Problem - None
  • Wrench - In-game. Damage - Not Set. Special - None. Problem - None
  • Southern Hospitality - In-game. Damage - Not Set. Special - None.
  • Ullapool Caber - In-game. Damage - Not Set. Special - Explodes on first hit.


Team Fortress 2
Hey, if you have ANY ideas for special abilities or damage ratios for these TF2 guns, please tell me.
In-Game Pictures:
Kukri

Eyelander

Homewrecker

Southern Hospitality

Wrench

Powerjack (Too big)

Ullapool Caber

Scottsman's Skullcutter

Half-Zatoichi

Postal Pummeler (Too small)

Liberty Launcher

Equalizer

Complete Renders:
Southern Hospitality - You're a looooooong way from France, boy.


Frontier Justice - You done incurred my wrath, son!


Brass Beast - New gun is unfair to tiny baby enemies.


Tomislav - Shh... Sasha is asleep!


Shotgun - Son, I'm gonna blow that dumb look right off your stupid face.


Submachine Gun - I'm running outta places to put holes in ya.


Fire Axe - Murr hurr mphuphurrur, hurr mph phrr.


Powerjack - Mmmphya harrgh mrgha hrghgph!


Postal Pummeler - Return ta freakin' sender! ~Scout


Kukri - A little of the ol' 'chop-chop'!


Liberty Launcher - Welcome to the United States of YOU JUST GOT DOMINATED!


Rocket Launcher - I joined this team just to kill maggots like you.


Equalizer - Get close enough to death, and you will become Death himself.


Axtinguisher - My axe is wrapped in barbed wire. Ouch.


Backscratcher - Pyro found it in a garden. Pyro used it to scratch his back. Pyro used it to kill people.


Ullapool Caber - 'Kaboom', indeed, you drunken wretch! ~ Spy


Sandman - Oh I'm sorry, I didn't mean to hitcha. No wait, yeah I did!


Bat - Pop Quiz: How long's it take to beat a moron to death? BAM! Sorry, time's up, you're dead!


Boston Basher - On Miss: Hit yourself. Idiot.


Scattergun - Yeah, come get some, ya frickin' wuss!


Homewrecker - Damnit, damnit, damnit, damnit!! ~ Engineer


Scottsman's Skullcutter - Hey, Private Haircut... I might o' taken a bit too much off... YOUR HEAD!


Half-Zatoichi - You have dishonored this entire unit!


Black Box - Surrender now Maggots, and you will not be harmed!


Chargin' Targe - “If I were to pick up this cowering-plate, I would have to put down my second sword,” a Scotsman thinks. “And surely that is madness.”


Kritzkreig - Most hearts couldn't withstand zis voltage, but I'm fairly certain your heart... *SPLAT*


Medigun - Come over here, I promise I vill heal you...



Wrench - I'm gonna beat you like a rented mule, boy!

Eyelander - HEEAAAADDDDSSSS


Big Earner - Go to hell, and take your cheap suit with you!


L'Etranger - Our influence grows!


Ambassador - There are two sorts of men in this world: the sort with blood pouring out of a hole in their heads, and the sort holding the Ambassador.


Topic is still WIP.


9
Modification Help / Why is my weapon discolored and held wrong?
« on: November 14, 2010, 07:10:38 PM »
For some reason, the textures are all messed up. This is not a problem with .png's or the model, as it only persisted when I edited the server.cs

Code: (server.cs) [Select]
//server.cs

//audio
datablock AudioProfile(FatmanFireSound)
{
   filename    = "./nuke_Fire.wav";
   description = AudioClosest3d;
   preload = true;
};

datablock AudioProfile(FatmanExplodeSound)
{
   filename    = "./nuke_blast.wav";
   description = AudioDefault3d;
   preload = true;
};

//muzzle flash effects
datablock ParticleData(FatmanFlashParticle)
{
dragCoefficient      = 1;
gravityCoefficient   = 1.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 150;
lifetimeVarianceMS   = 15;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.4 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.0;

useInvAlpha = false;
};

datablock ParticleEmitterData(FatmanExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 50;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 0;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "FatmanExplosionParticle";


   emitterNode = TenthEmitterNode;
};
datablock ParticleData(FatmanOverlayExplosionParticle)
{
dragCoefficient      = 1;
gravityCoefficient   = 5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 1800;
lifetimeVarianceMS   = 100;
textureName          = "base/data/particles/star";
spinSpeed = 900.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.1 0.1 0.1";
colors[0]     = "0.9 0.5 0.2 0.06";
colors[0]     = "0.7 0.4 0.1 0.0";
sizes[0]      = 90.0;
sizes[1]      = 2.0;
sizes[2]      = 1.0;
   times[0] = 0.0;
   times[1] = 0.05;
   times[2] = 1.0;


useInvAlpha = true;
};
datablock ParticleEmitterData(FatmanOverlayExplosionEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 90;
   velocityVariance = 0.0;
   ejectionOffset   = 9.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "FatmanOverlayExplosionParticle";


   emitterNode = TenthEmitterNode;
};

datablock ParticleData(FatmanExplosionRingParticle)
{
dragCoefficient      = 4;
gravityCoefficient   = -2.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 9350;
lifetimeVarianceMS   = 135;
textureName          = "base/data/particles/cloud";
spinSpeed = 25.0;
spinRandomMin = -25.0;
spinRandomMax = 25.0;
colors[0]     = "1 0.3 0.0 0.2";
colors[1]     = "0.2 0.2 0.2 0.0";
sizes[0]      = 7;
sizes[1]      = 11;

useInvAlpha = false;
};
datablock ParticleEmitterData(FatmanExplosionRingEmitter)
{
lifeTimeMS = 90;

   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 120;
   velocityVariance = 1.0;
   ejectionOffset   = 20.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "FatmanExplosionRingParticle";
};

datablock DebrisData(FatmanBitsDebris)
{
   emitters = "FatmanEmitter";

lifetime = 0.1;
minSpinSpeed = -300.0;
maxSpinSpeed = 300.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 0;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = false;

gravModifier = 1;
};

datablock ExplosionData(FatmanExplosion)
{
   //explosionShape = "";
   //explosionShape = "./explosionSphere1.dts";
soundProfile = FatmanExplodeSound;

   debris = FatmanBitsDebris;
   debrisNum = 90;
   debrisNumVariance = 0;
   debrisPhiMin = 0;
   debrisPhiMax = 360;
   debrisThetaMin = 0;
   debrisThetaMax = 180;
   debrisVelocity = 680;
   debrisVelocityVariance = 60;
   lifeTimeMS = 250;

   particleEmitter = FatmanExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = FatmanExplosionRingEmitter;
   emitter[1] = FatmanOverlayExplosionEmitter;

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

   shakeCamera = true;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "3.0 10.0 3.0";
   camShakeDuration = 2.5;
   camShakeRadius = 20.0;

   // Dynamic light
   lightStartRadius = 60;
   lightEndRadius = 80;
   lightStartColor = "0.9 0.8 0.2 1";
   lightEndColor = "0.3 0.1 0.0 1";

   damageRadius = 25;
   radiusDamage = 900;

   impulseRadius = 49;
   impulseForce = 9400;
};

datablock ProjectileData(FatmanProjectile)
{
   projectileShapeName = "./Fatmanprojectile.dts";
   directDamage        = 160;
   directDamageType = $DamageType::RocketDirect;
   radiusDamageType = $DamageType::RocketRadius;
   impactImpulse    = 100;
   verticalImpulse    = 100;
   explosion           = FatmanExplosion;
   particleEmitter     = FatmanTrailEmitter;

   brickExplosionRadius = 20;
   brickExplosionImpact = false;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 60;             
   brickExplosionMaxVolume = 50;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 20;  //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)

   muzzleVelocity      = 65;
   velInheritFactor    = 1.0;

   armingDelay         = 4000;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 1;

   hasLight    = true;
   lightRadius = 5.0;
   lightColor  = "1 0.5 0.0";

   uiName = "Fat Man";
};

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

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

//gui stuff
uiName = "Fat Man";
iconName = "./Icon_FatMan.png";
doColorShift = false;
colorShiftColor = "0.0 0.0 0.0";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(FatmanLauncherImage)
{
   // Basic Item properties
   shapeFile = "./Fatman.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 0.0 0.0";
   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 = FatmanProjectile;
   projectileType = Projectile;

//casing = FatmanLauncherShellDebris;
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;
   LarmReady = true;
   minShotTime = 4000;   //minimum time allowed between shots (needed to prevent equip/dequip exploit)

   doColorShift = false;
   colorShiftColor = "0.0 0.0 0.0 0.0";

   //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]             = 0.2;
stateTransitionOnTimeout[0]       = "Ready";
stateScript[0]                  = "onready";
stateSound[0] = weaponSwitchSound;

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

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.1;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;

stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = FatmanFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = tailNode;
stateSound[2] = FatmanFireSound;
   stateSequence[2]                = "Fire";
//stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = FatmanLauncherSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.4;
   stateSequence[3]                = "TrigDown";
stateTransitionOnTimeout[3]     = "CoolDown";

   stateName[5] = "CoolDown";
   stateTimeoutValue[5]            = 1.3;
stateTransitionOnTimeout[5]     = "Reload";
   stateSequence[5]                = "TrigDown";


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

   stateName[6]   = "NoAmmo";
   stateTransitionOnAmmo[6] = "Ready";

};

function FatmanLauncherImage::onMount(%this,%obj,%slot)
{
Parent::onMount(%this,%obj,%slot);
%obj.playThread(0, armreadyboth);
}

function FatmanLauncherImage::onUnMount(%this,%obj,%slot)
{
Parent::onMount(%this,%obj,%slot);
%obj.playThread(0, root);
}
I would like to know:

1) What could cause any discoloration?

2) What values to lower for a smaller explosion.

10
Modification Help / Heavy Rocket Launcher Script
« on: October 21, 2010, 10:48:24 PM »
I opened the Heavy Rocket Launcher and noticed there was no scripting. Why? And, how does the gun work without scripting?

11
It seems everyone wants to download the Player model. Now, this one has no joints, it is just for renders, or anything else you could need it for. It comes in some of the Blockland favorites.

Player3.ms3d
Player.blend
Player.dxf
Player.3ds
Player.skp

With Joints: Sorry, the joints don't work in anything else, it's .ms3d

Because of Dumbassery that can only come from Milkshape users: The Hands

Here is DarkStar's Blender Player rig:
http://www.blockeyeentertainment.com/joomlaex/animation/ModelsRigs/MinifigBLENDRigged.rar

Here is DarkStar's v4 player rig:
http://www.blockeyeentertainment.com/joomlaex/animation/ModelsRigs/Minifig_V4.zip

Introducing, the Doll:



Doll.ms3d
Player-Doll.dxf
Doll.blend
Player-Doll.3ds
Player-Doll.skp

If you want another file type, request it.

12
I have just finished the 3x3x3 Cube in 2:03;05 2:00;621 1:53;962. No, it is not incredibly hard to do, nor do I think I am record breaking material. It is a fun passtime. I did learn from a tutorial, but I memorized how to do it.


Will try to get pictures soon, for you non-believers.

Discuss your solves and such.

13
Suggestions & Requests / A Bot > ControlBot Event.
« on: July 15, 2010, 01:35:44 PM »
This would be a(n?) useful add-on.
It is basically just localClientConnection.setCont rolObject(_[vehiclespawnname].vehicle);
except in event form, so that you could click on a brick and control a bot. Don't say, "RC Controller /thread" as that does not work for bots.

14
For some reason, everyone acts like Terragen in free, and you just download it.

Example: http://forum.blockland.us/index.php?topic=48581.0

If so, could someone get me the link? If not, is there another, free skybox creating software?

15
No, it was not hard, it is just a slide show of the default Blockland screenshots, while playing After School Special. http://www.youtube.com/watch?v=hxcC1YaXbBA

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