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Topics - zombekillz

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1
a bunch of unreleased mods of mine. use them as a reference for scripting or attempt to use them on your server, because they probably might work.
please post any bugs so people know what to expect.

advanced pack updated and unreleased content:
https://hostr.co/HHhIbzcDMwx1

daycycle based time and weather (w/ some events):
use commands to start and stop script (disables the environment menu when running)
/startweather "daycycle length ms"
/stopweather
/whattimeisit
https://hostr.co/uCT7U80WPADv

I had a completely unfinished runescape style grand exchange economy script for items I was going to post for reference but I must have lost it when i reinstalled windows.

2
I started up blockland for the first time in awhile, updated blockland glass and support updater, and now whenever someone trys to talk in my server the game throws the "this is a civilized game" bullstuff message at em and prevents their chat, a setting that I have had disabled for years now using RTB.  I attempted to fiddle with the blockland glass settings, but the hotkey did nothing, so i uninstalled glass and reinstalled RTB, only to learn that the only chat related settings RTB had was E-tard filter, which was already off.

how do I turn this full words filter thing(forget you for attempting to type efficiently filter) off, or at least fix the glitch where every word is seen as some sort of abbreviation?

3
Post your cars/engines, discuss Automotion, or any other car customizing game in the comments, I really wanna see your cars!

i recently discovered this game: http://www.automationgame.com/ and have found that it is a really fun game if you are into custom cars.

The game gives you the ability to create very realistic engines and tune them according to your car's needs, as-well as customize the appearance of your cars in game, the game will feature a campaign similar to rollercoster tycoon, but with cars instead of coasters, although the campaign isn't released yet.

so here are a few of the cars I've made in the sandbox mode of the game.

the S2000-911, a mix between, you guessed it, a honda s2000 and a porsche 911, the racing variant of my S2K-911 (shown here) has a twin turbo V6 with over 1100 Horsepower, this car is FAST!

DOWNLOAD ME! https://hostr.co/qT4EakNqLgBI

The next car is a project of mine i started in an attempt to fit the largest engine I possibly could into a car, the body I used has the biggest engine bay I have seen in the game yet, With 1801 horsepower and AWD this car is a BEAST.


DOWNLOAD ME! https://hostr.co/DY6uXyRAuIqv

My rendition of a BMW 2002.

HERUNTERLADEN MICH! https://hostr.co/qbpyv5DwGgT9

My attempt at a 2003 bug-eye Subaru Impreza.


Did someone say Skyline? (with a BMW engine, cuz too lazy to make nissan engine, and guess what, BMW engine fits.)


BMW 740i Tuned engine, looks somewhat accurate to the real thing.


The Bimmer! 740i that is, AKA the Bleamer, which is a real BMW that belongs to a close friend of mine.
(AKA that car you saw in every 90s action movie ever)


So yea, definitely check out this game if you love cars and customization, I also recommend good ol' NFS Pro Street, amazing game if you like painting cars and actually Driving them, NFS also has a good selection of auto-sculpt, but not as good as Automotion I'd say, although NFS has interiors in their cars with roll-cage upgrades and racing seats, so that's a plus.

4
Modification Help / How do i detect midnight in a daycycle? SOLVED
« on: June 21, 2015, 01:07:42 AM »
It seems to me like whenever i start a day-cycle the time it starts at is random, and not midnight like where the script starts the cycle, how can i detect when midnight is so i can trigger my time scripts?

5
/title
it seems that V21 lacks this, and even in the past weather mods were just okay at best.

I am going to try and leave the transitions as smooth as possible and add a variety weather, such as rain fog and perhaps a setting to enable snow.  the mod will also include a day and night cycle, because its hard to have weather without the concept of time :P, there will be no forecasting of weather in this mod, although i will include a variety of time/ weather triggered events that will allow you to do such a thing on your own.

thoughts/ suggestions would be appreciated.

CURRENT PROGRESS:
Almost done! just need to make some events and polish some turds.
scripts:
time/ day-cycle synchronization- 100%
time scripts- 100%
events- 50%
weather transitions- 75%
immersion with blockland/ other mods- 0% (currently only useable through a console command)
Environment files:
skyboxes- 100%
Daycycles- 80%

6
Modification Help / can someone convert a .dts to an obj for me?
« on: June 01, 2015, 01:19:58 AM »
I lost some files recently and I need someone to take the smg model(with the stock on it) from my advanced weapon pack and convert it to an .obj, I know ill loose all my animations, but that's fine with me.

I'd do it myself if I had the programs required to do so.

7
Modification Help / LOCKED
« on: May 28, 2015, 12:03:32 AM »
I was wondering this because I was recently looking at playertypes and how their animations are done through dsq files, I was wondering if I could separate some weapon animations into dsq so I can call them through playthread scripts. Is this possible?
i have gotten the animations all set up in .dsq format but im having this problem VVV

ok, so i have my weapon with its animations exported in .dsq, now i'm having the problem of how do i trigger them to play using playthread, i have tried %obj.getmountedimage(0).playthread(0, reload); but obviously that's looking for the weapon image not the shape itself, how can i call the shape to play a thread?

8
Add-Ons / Rooftile bricks (V3) ~proper collision box~
« on: May 27, 2015, 12:56:50 AM »
i made a roof tile brick in an old topic from way back when, it had a cubic collision box even though it was a ramp brick. I fixed that and now its collision box is the proper ramp shape, ENJOY!

OP:
http://forum.blockland.us/index.php?topic=264016.0

download:
https://hostr.co/bzHBPhfHeY6Y




9
Suggestions & Requests / playertype/ script for bleeding out
« on: May 23, 2015, 12:01:54 PM »
remember in rotondo's zombie mod how when you died you would start bleeding out and then die? I would like to know if there is a script/ playertype that does this, and if there is, can i get a link?

10
Suggestions & Requests / face removing bricks
« on: January 25, 2015, 08:23:45 PM »
is it possible to make a set of invisible bricks that can be used after a build is finished to remove the unnecessary faces off of the back sides of the build, for lag reduction and what not?

11
Modification Help / http:// sites where can i host files for free
« on: January 15, 2015, 12:33:27 AM »
i need a site that uses http:// links (not Https://) to host files for support updater, it needs to be free, because i am cheap.

i have already tried webs.com, and it seems that you now require a premium membership to host zip files there :c, but i can still host my repository.txt there, which is somewhat nice...

does anyone know of any good sites that meet my standards? or want to help me a bunch by hosting some files on their site?

12
Help / cannot take Ctrl+P screenshots
« on: January 01, 2015, 12:35:54 AM »
i can take DOFs and Shift+Ps but Ctrl+P screenshots do not take/ write to the screenshot folder.  i have checked to make sure that my screenshot keys are indeed Ctrl+P, so its not that...

anyone know whats up?

13
VVV photos of new content VVV

new trees and hedge bricks:


individual hedge bricks:

sorry about all the DOF, but i dont seem to get any results (images in my screenshots folder) from the regular ctrl+p screenshots, any ideas y?

what else do u want? I'm trying to keep it tropical themed.

14
Modification Help / weapon image states SOLVED
« on: December 18, 2014, 09:39:35 PM »
ok so i have the following as my image for a shotgun im working on:
and sorry about the tabs all unaligned, idk what happened.

Code: [Select]
datablock ShapeBaseImageData(ADV_Shotgun_1AImage)
{
   // Basic Item properties
   shapeFile = "./DTS/Shotgun/Shotgun_1.dts";
   emap = true;
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = "0"; //"0.7 0.9 -0.51";
   rotation = eulerToMatrix( "0 0 0" );
   correctMuzzleVector = true;
   className = "WeaponImage";
   item = ADV_Shotgun_1AItem;
   ammo = " ";
   projectile = ADV_ShotgunProjectile1;
   projectileType = Projectile;
   casing = ADV_Medium_gunShellDebris;
   shellExitDir        = "1.0 0.1 1.0";
   shellExitOffset     = "0 0 80";
   shellExitVariance   = 10.0;
   shellVelocity       = 5.0;
   melee = false;
   armReady = true;
   doColorShift = false;
   colorShiftColor = ADV_ShotgunItem.colorShiftColor;

// Initial start up state
stateName[0]                    = "Activate";
stateTimeoutValue[0]            = 0.05;
stateSequence[0]             = "Root1"; //blank animation that hides/unhides attachments
stateTransitionOnTimeout[0]     = "LoadCheckA";
stateSound[0] = ADV_Equip;

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

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Delay";
stateTimeoutValue[2]            = 0.05;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire1";
stateScript[2]                  = "onFire";
stateEmitter[2] = ADV_LargeGunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateWaitForTimeout[2] = true;

stateName[3] = "Delay";
stateTimeoutValue[3]         = 0.2;
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.15;
stateEmitterNode[3] = "muzzleNode";
stateTransitionOnTriggerUp[3]   = "ReloadA";
stateWaitForTimeout[3] = true;

stateName[4] = "ReloadA";
stateTransitionOnTimeout[4]     = "PlayerCMDAmmoSwap";
stateTimeoutValue[4]            = 0.25;
stateSequence[4]                = "Reload1A"; //animation for Reloading, must be animated with the same attachments as "Root"
stateAllowImageChange[4]        = true;
stateSound[4] = ADV_Shotgun_ReloadASound;

stateName[5] = "PlayerCMDAmmoSwap";//this is where the player can choose to add a different round
stateTransitionOnTriggerDown[5] = "ReloadB";
stateEjectShell[5]       = true;
stateAllowImageChange[5]        = false;

stateName[6] = "ReloadB";
stateTimeoutValue[6] = 0.25;
stateScript[6]   = "AmmoSwap";
stateSequence[6]                = "Reload1B"; //animation for Reloading, must be animated with the same attachments as "Root"
stateTransitionOnTriggerUp[6]   = "DisplayAmmo";
stateWaitForTimeout[6] = true;
stateSound[6] = ADV_Shotgun_ReloadBSound;
stateAllowImageChange[6]        = true;

stateName[7] = "DisplayAmmo";
stateScript[7] = "DisplayAmmo";
stateTimeoutValue[7] = 0.01;
stateTransitionOnTimeout[7] = "LoadCheckA";

stateName[8] = "LoadCheckA";
stateScript[8] = "onLoadCheck";
stateTimeoutValue[8] = 0.01;
stateTransitionOnTimeout[8] = "LoadCheckB";

stateName[9] = "LoadCheckB";
stateTransitionOnAmmo[9] = "Ready";
stateTransitionOnNoAmmo[9] = "NoAmmo";

stateName[10]                   = "NoAmmo";
stateScript[10]   = "AmmoSwap";
stateTimeoutValue[10] = 0.01;
stateTransitionOnTimeout[10] = "LoadCheckC";

stateName[11] = "LoadCheckC";
stateScript[11] = "onLoadCheck";
stateTimeoutValue[11] = 0.01;
stateTransitionOnTimeout[11] = "PlayerCMDEmptyAmmoSwap";

stateName[12] = "PlayerCMDEmptyAmmoSwap";//this is where the player can choose to add a different round
stateTransitionOnAmmo[12] = "ReloadA";
stateTransitionOnTriggerDown[12] = "DryFire";
stateAllowImageChange[12]       = true;

stateName[13]                   = "DryFire";
stateTransitionOnTimeout[13]    = "SemiAuto";
stateTimeoutValue[13]           = 0.1;
stateWaitForTimeout[13] = true;
stateSound[13] = ADV_Click;

stateName[14] = "SemiAuto";
stateScript[14] = "DisplayAmmo";
stateTransitionOnTriggerUp[14]  = "NoAmmo";
stateTimeoutValue[14]           = 0.01;
};

everything works great except one VERY odd occurence that i cant explain, when you unequip the weapon while its in the "PlayerCMDAmmoSwap" state the
Code: [Select]
stateName[5] = "PlayerCMDAmmoSwap" state and the
Code: [Select]
stateName[1]                    = "Ready";
 states get switched around, meaning when you are supposta be able to fire, you can switch ammo types, and when it switches to the PlayerCMDAmmoSwap state, the weapon fires, you can also reverse this by unequiping the weapon while its in its ready state, thus switching the two states again, and correcting the problem...

i am PRETTY sure it has somthing to do with the multiple OnTriggerDown states somehow switching...

i have tried alot of things such as changing the "stateAllowImageChange"s to every combination of true/false, and even hacky ways such as restricting the player from unequiping the weapon during that state, to no success...

basically i just need to know how i can stop the two from "swaping" places...

below is a console log where i replicate the bug with Trace() enabled

15
Modification Help / [Tutorial] vertex weight animation using MS3D
« on: November 30, 2014, 01:05:34 PM »
i have heard people in the past say that you can't vertex animate in milkshape, turns out you can, so i decided to make a little tutorial/.gif showing you how its done.
vertex animation can be a nice addition to playertypes, weapons like the bow item, and vehicles, it is what allows game characters in other games to have knees and elbows that bend smoothly.

here is a gif that will probably take entirely too long to load for you:


select the highlighted check-boxes to get your weights to show up in color


here is a recap of what I did:

1. make a joint you want to use to manipulate the vertices. (the red circle thing)
2. select the vertices you want to manipulate, unlike regular animations by group, the joint doesn't need to be selected at the same time.
3. go to the joints tab on the upper-right corner of milkshape.
4. highlight the joint you made in step one on the list of joints (Don't select it)
5. use the first drop down menu above the green/yellow/red weight slider to select your joint.
6. slide the weight slider to 100% (or less, depending on how much weight you want to place on the selected vertices)
7. click the assign button to finish weighting your vertices
8. animate and export just as you would normally, and your finished!

any questions/ suggestions would be appreciated!

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