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Topics - Damien4545

Pages: [1] 2 3
1
Off Topic / can anyone else not change their profile pic
« on: December 11, 2017, 02:10:59 PM »
i upload a pic and click change profile and it stays the same

i made this pp in like 6th grade in loving powerpoint and i am SICK OF IT WHY IS HE IN A SUIT WHAT IS THE POINT

anyway is there any fix or am i stuck w it

2
Off Topic / rate my photoshop
« on: July 18, 2017, 11:06:28 PM »
before


after


3
Off Topic / is stick shift worth it in california
« on: June 11, 2017, 10:20:39 PM »
I'm purchasing a lancer evolution soon and I wanna know if any of y'all live in cali and drive stick. theres a buttforget of traffic SOMEtimes and i live in the OC area, and people say stick is for the cool kids and it IS fun to do but is it worth it in this area?

4
Off Topic / where did my cookie go
« on: May 18, 2017, 12:38:41 PM »
This morning before school, I packed the last TWO Milano milk chocolate cookies into a ziploc bag. In first period, I ate one, before placing the bag back into my backpack. I left it in the front of the room, bc testing, and noone went near it. I opened my backpack in second period, and found AN EMPTY BAG.

where the forget did my cookie go???
i called the police, it's currently under investigation.


5
Off Topic / some dumbass decided to park right where i was driving
« on: January 27, 2017, 12:25:25 PM »
-and they forgeted up my boo



6
Off Topic / guys i bought a car do u like it
« on: October 23, 2016, 09:32:55 PM »
aghuhwuiehg



do u like it

lancer

mmm

no it's not an evo i'm poor

also it has a spoiler

7
Off Topic / I lost my chapstick
« on: August 08, 2016, 08:29:03 PM »
i left my Chapstick on my desk when I left and now that I've returned home I can't find it. someone help??

8
fffffffffffffffffffffffffffff fffffffffffffffffffffffffffff ffffffffffffforget me daddy

9
Modification Help / Smoke coming out of gun after animation
« on: March 16, 2015, 05:26:41 PM »
The smoke only emits from the barrel of my gun once the fire animation has completed.

help me

Code: [Select]
datablock ParticleData(EokaSmokeParticle)
{
dragCoefficient      = 13;
gravityCoefficient   = 0;
inheritedVelFactor   = 4;
constantAcceleration = 4;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/cloud";
spinSpeed = 5.0;
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]      = 0.2;
sizes[1]      = 0.4;

useInvAlpha = false;
};
datablock ParticleEmitterData(EokaSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 3.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "EokaSmokeParticle";

   uiName = "Eoka Smoke";
};
Code: [Select]
datablock ShapeBaseImageData(EokaadsImage)
{
   // Basic Item properties
   shapeFile = "./Models/Eoka.dts"; //If you use two-handed weapons, this is what would have two hands
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = "0.35 0.9 -0.7"; //"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 = EokaProjectile;
   projectileType = Projectile;

casing = EokaShellDebris; //Don't mess with these too much
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 = true;
   colorShiftColor = EokaItem.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";
stateSequence[1] = "Equip"; //Optional if you want an equip animation
stateSound[0] = weaponSwitchSound;

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

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 1; //Delay between each shot, the smaller the number, the less of a delay. Fast machine guns would have a small number.
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire"; //When you make a custom fire animation, place the name here
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = EokaFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = EokaShot1Sound;
stateEjectShell[2]       = true;

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

stateName[4] = "Reload";
stateSequence[4]                = "Reload";
stateTransitionOnTriggerUp[4]     = "Ready"; //This is what determins firemode, "TriggerUp" = SemiAuto, "Timeout" = Auto
stateSequence[4] = "Ready";    //so "stateTransitionOnTimeout[4], used to be "stateTransitionOnTriggerUp".

};

10
Add-Ons / ZB1 Blaster
« on: March 14, 2015, 02:32:08 PM »
I was looking through my old posts because it is saturday and I have nothing else to do, and it seemed that people liked my last weapon. I found a model I was working on a few months ago, and decided to make it a thing.

I present to you, the ZB1 blaster


i don't remember what ZB1 was supposed to stand for, so use your imagination

Download: https://www.mediafire.com/?qaf3sme83f74xmt

-if people like this, i will update it and betterify everything.

and yes, i would love to hear how much you dislike hands

offtopic, I would love to model for someone because i can't code


plz leave criticism <3
-Vigul

yay another weapon how original

11
Add-Ons / PX4 storm
« on: October 12, 2014, 05:56:41 PM »
nothing special, just another weapon.

PX4 Storm with my super cool particles

contains | fabulous hands | a model | amazing sounds | fantastic bullet whiz | sweet slider animations

Item name is Bloxic PX4
my IGN is Zapikap
if you care.

anyway here are some picaroonies
{}
{}
|

if you have nothing nice to say, you should totally say it

so i can like

know that you don't want hands
<3

Download: https://www.mediafire.com/?5651d3gu8ctvd9j

12
Modification Help / Weapon Recoil
« on: May 26, 2014, 02:46:13 PM »
I want a little bit of weapon recoil, same as the camera shake when a projectile hits the ground. I tried adding camera shake to the weapon image, but it didn't work. If I could get some help, I would be grateful.
nvm i got it; locking

13
Modification Help / Ammo system
« on: May 24, 2014, 05:35:07 PM »
I want to implement an ammo system for my weapons. I don't know how, so if someone can give me a quick run-thru I would be most grateful <3

EDIT

I am looking for a simple  shoot 10 projectiles > run out > plays reloading animation

14
Add-Ons / Bloxic RPK [Update]
« on: May 24, 2014, 05:07:39 PM »
This gun features:

Fire animation
Custom casings
Custom particles


--------------------------------------------------------------------------------------

v UPDATED ONE:

- Added bullet whiz sound
- Much better particles
- Removed iron sights

----


-

-


UPDATED DOWNLOAD: https://www.mediafire.com/?ef8fa6ab0qw81mn

-------------------------------------------

If people like it, I might work on a pack but I need someone who can code, because I don't know how to do ammunition/reloading.

plz critisze  :cookie: <3

15
Gallery / Mosin Nagant
« on: May 21, 2014, 05:59:18 PM »
I modeled a Mosin Nagant for Blockland, but I use a base gun code.
Even though this is the gallery, I am requesting a coder.
Tell me what you think.

-

-
Updated Image

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