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Topics - TheLegomaster

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1
Off Topic / Do you have scars?
« on: July 26, 2012, 06:57:09 PM »
Title. I'll start.

So I looked in the mirror the other day and was reminded of the red streaks I have across my back.
They've been there for like 2 years now and I still don't have any idea why they're there.

THELEGOMASTER'S BACK OH GROSS



2
Off Topic / TheLegobirthday is here!
« on: November 29, 2011, 06:05:34 PM »
Hello ladies and mentlegen, it is my birthday.

16 years.
I can now legally buy and drink alcohol, woo!

3
Off Topic / My right eyelid keeps spazzing out.
« on: June 05, 2011, 08:14:49 AM »
Every five minutes or so, my eyelid spazzes.

Hao2fix?

4
Creativity / Rowan
« on: April 10, 2011, 06:00:19 AM »
A drawing of my cousin.

Hurray for tablets!

5
Suggestions & Requests / Script; Saving bricks admin only?
« on: September 12, 2010, 01:33:07 PM »
This would be really handy.

6
Off Topic / My NES arrived.
« on: September 11, 2010, 10:28:33 AM »
Setup:

I know the image is kinda crap, I took it with my cell phone.
Sound comes from the top TV*, video from the lower one.

Now post some witty responses.

*The top TV is a portable one, so it has a volume dial on it.
The lower TV doesn't have that, and I lost the remote.
So, I attached the sound cable to the top one, and the video cable to the lower one.

7
Add-Ons / New Item: Plush Bunny
« on: August 30, 2010, 09:47:49 AM »
Item_Bunny
Aww. <3

It's a simple plush bunny that you hold.
Features:
    -Custom item icon
    -General cuteness.
    -Nothing further :O

Picture:



Notes:
This was made as a test, to see if I could actually make an add-on that works.
It does :D

8
Apparently there is no such thing as a regular earphone set in Japan.
Everyone has a nutty pair.
AND FROM THIS MOMENT ON, SO DOES THELEGOMASTER

(Bad picture, I know)

9
Modification Help / Modeling a fancy car.
« on: August 23, 2010, 11:06:43 AM »
The colors are there so you can see stuff easier.

This is a car I've been modeling since two days ago.
It's based off this:

Should I release it when it's done?
Should I stop working on it because it burns your eyes?
Any tips, suggestions?

10
Off Topic / Another epic movie by yours truly.
« on: August 18, 2010, 11:47:04 AM »
Who doesn't remember the old time classic Blockland: Boat-turning? Now TheLegomaster has teamed up with his good friend Fred to bring you this feature film:


You heard that right, people! TheLegomaster is back with more epicness!
Go buy a ticket before they're sold out!*

*You don't actually have to buy a ticket, just click the link. :D

11
Modification Help / 4 muzzlePoints.
« on: August 11, 2010, 03:29:16 PM »
So if I wanted to shoot four bullets at once, each one goes out a different muzzlePoint.
Is this possible?

12
Modification Help / New Weapon: The RocketBox
« on: August 01, 2010, 11:39:58 AM »
Basicly a heavy rocket launcher.
Shoots gravity rockets at lower speed and more damage.
Originally it would have looked like this:

But the snippet of code that hides your hands, prevented it from shooting.
Code: [Select]
}
function rocketBoxImage::onMount(%this, %obj, %slot)
{
%obj.hidenode("RHand");
        %obj.hidenode("LHand");
}


function rocketBoxImage::onUnMount(%this, %obj, %slot)
{
%obj.unhidenode("RHand");
        %obj.unhidenode("LHand");
}
If anyone could tell me what's wrong, I would gladly update/give credit.
Also, the console.log said it was the bit between the #'s that's screwing up:
Code: [Select]
function #r#ocketBox::onMount(%this, %obj, %slot)
Also, this has custom sounds, but the sounds won't play.
I got the custom firing sound to work, but the explosion sound is still the default one. Halp? :D
Also also, I'm having problems with the CI icons.
Current pictures:
PICTURES





13
Modification Help / Custom sounds don't work?
« on: August 01, 2010, 06:55:19 AM »
Here's the code:
Code: [Select]
//rocketBox.cs

//audio
datablock AudioProfile(rocketFireSound)
{
   filename    = "Add-Ons/Weapon_RocketBox/boxFire.wav";
   description = AudioClosest3d;
   preload = false;
};

datablock AudioProfile(rocketExplodeSound)
{
   filename    = "Add-Ons/Weapon_RocketBox/boxExplode.wav";
   description = AudioDefault3d;
   preload = false;
};
datablock AudioProfile(rocketLoopSound)
{
   filename    = "Add-Ons/Weapon_RocketBox/boxLoop.wav";
   description = AudioCloseLooping3d;
   preload = false;
};

//muzzle flash effects
datablock ParticleData(rocketBoxFlashParticle)
{
dragCoefficient      = 1;
gravityCoefficient   = 1.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 1500;
lifetimeVarianceMS   = 150;
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(rocketBoxFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 10.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "rocketBoxFlashParticle";

   uiName = "Rocket Launcher Spark";
};

datablock ParticleData(rocketBoxSmokeParticle)
{
dragCoefficient      = 5;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 300;
lifetimeVarianceMS   = 250;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;

   colors[0]     = "0.5 0.5 0.5 0.0";
colors[1]     = "0.5 0.5 0.5 0.9";
colors[2]     = "0.5 0.5 0.5 0.0";

sizes[0]      = 0.25;
   sizes[1]      = 1.0;
sizes[2]      = 1.75;

   times[0] = 0.0;
   times[1] = 0.5;
   times[2] = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(rocketBoxSmokeEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;
   ejectionVelocity = 10.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 25;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "rocketBoxSmokeParticle";

   uiName = "Rocket Launcher Smoke";
};


//bullet trail effects
datablock ParticleData(rocketTrailParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.0;
inheritedVelFactor   = 0.15;
constantAcceleration = 0.0;
lifetimeMS           = 1000;
lifetimeVarianceMS   = 805;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -150.0;
spinRandomMax = 150.0;
colors[0]     = "1.0 1.0 0.0 0.4";
colors[1]     = "1.0 0.2 0.0 0.5";
   colors[2]     = "0.20 0.20 0.20 0.3";
   colors[3]     = "0.0 0.0 0.0 0.0";

sizes[0]      = 0.25;
sizes[1]      = 0.85;
   sizes[2]      = 0.35;
  sizes[3]      = 0.05;

   times[0] = 0.0;
   times[1] = 0.05;
   times[2] = 0.3;
   times[3] = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(rocketTrailEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 1;
   ejectionVelocity = 0.25;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "rocketTrailParticle";

   uiName = "Rocket Trail";
};


datablock ParticleData(rocketExplosionParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 700;
lifetimeVarianceMS   = 400;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.9 0.6 0.9";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 10.0;
sizes[1]      = 15.0;

useInvAlpha = true;
};
datablock ParticleEmitterData(rocketExplosionEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 10;
   velocityVariance = 1.0;
   ejectionOffset   = 3.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "rocketExplosionParticle";

   uiName = "Rocket Explosion Smoke";
   emitterNode = TenthEmitterNode;
};


datablock ParticleData(rocketExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 40;
lifetimeVarianceMS   = 10;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "1 0.5 0.2 0.5";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 8;
sizes[1]      = 13;

useInvAlpha = false;
};
datablock ParticleEmitterData(rocketExplosionRingEmitter)
{
lifeTimeMS = 50;

   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 0.0;
   ejectionOffset   = 3.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "rocketExplosionRingParticle";

   uiName = "Rocket Explosion Flash";
};

datablock ExplosionData(rocketExplosion)
{
   //explosionShape = "";
   explosionShape = "./explosionSphere1.dts";
soundProfile = rocketExplodeSound;

   lifeTimeMS = 150;

   particleEmitter = rocketExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = rocketExplosionRingEmitter;

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

   shakeCamera = true;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "3.0 10.0 3.0";
   camShakeDuration = 0.5;
   camShakeRadius = 20.0;

   // Dynamic light
   lightStartRadius = 5;
   lightEndRadius = 20;
   lightStartColor = "1 1 1 1";
   lightEndColor = "0 0 0 0";

   damageRadius = 3;
   radiusDamage = 100;

   impulseRadius = 6;
   impulseForce = 4000;
};


AddDamageType("RocketDirect",   '<bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocket> %1',    '%2 <bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocket> %1',1,1);
AddDamageType("RocketRadius",   '<bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocketRadius> %1',    '%2 <bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocketRadius> %1',1,0);
datablock ProjectileData(rocketBoxProjectile)
{
   projectileShapeName = "Add-Ons/Projectile_GravityRocket/RocketGravityProjectile.dts";
   directDamage        = 60;
   directDamageType = $DamageType::RocketDirect;
   radiusDamageType = $DamageType::RocketRadius;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = rocketExplosion;
   particleEmitter     = rocketTrailEmitter;

   brickExplosionRadius = 5;
   brickExplosionImpact = false;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 30;             
   brickExplosionMaxVolume = 30;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 60;  //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)

   sound = rocketLoopSound;

   muzzleVelocity      = 55;
   velInheritFactor    = 1.0;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = true;
   gravityMod = 0.75;

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

   uiName = "Heavy Rocket";
};

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

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

//gui stuff
uiName = "RocketBox";
iconName = "./icon_rocketBox";
doColorShift = true;
colorShiftColor = "0.100 0.500 0.250 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(rocketBoxImage)
{
   // Basic Item properties
   shapeFile = "./rocketBox.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 = BowItem;
   ammo = " ";
   projectile = rocketBoxProjectile;
   projectileType = Projectile;

//casing = rocketBoxShellDebris;
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;
   minShotTime = 1700;   //minimum time allowed between shots (needed to prevent equip/dequip exploit)

   doColorShift = true;
   colorShiftColor = rocketBoxItem.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]             = 0.1;
stateTransitionOnTimeout[0]       = "Ready";
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;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = rocketBoxFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = tailNode;
stateSound[2] = rocketFireSound;
   stateSequence[2]                = "Fire";
//stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = rocketBoxSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.1;
   stateSequence[3]                = "TrigDown";
stateTransitionOnTimeout[3]     = "CoolDown";

   stateName[5] = "CoolDown";
   stateTimeoutValue[5]            = 0.5;
stateTransitionOnTimeout[5]     = "Reload";
   stateSequence[5]                = "TrigDown";


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

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

};

What am I doing wrong?

14
Off Topic / Flood survival instructional video
« on: July 29, 2010, 05:05:23 PM »

15
Yup.
I flatshaded using Trader's tutorial.


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