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Topics - Rusty

Pages: [1] 2 3 4 5
1
I've done a lot of growing up recently and as I've done so I've noticed a lot that certain things that I enjoyed as a child no longer seem appealing, and that makes me sad. The prime example would be Blockland itself (although it is the same with all the video games from my childhood). I miss waking up in the Christmas holidays and booting up my computer, wrapping up warm in a blanket and then scanning the server list for something even as simple as a deathmatch or a City RP. Simple things that would keep me entertained for hours. I miss sharing that excitement with the friends I made on the game whilst playing over Skype and I suppose what I'm trying to say is I miss that feeling of nostalgia.

Nostalgia is a funny thing really, a love for the past that can never be relived. Now I might sound bad saying that the thing I miss most from my childhood was Blockland in the winter but with all of the fond memories of the events and of the creations I'm sure some of you can look back and think the same.

Some might suggest that I should try to have a similar approach to playing that I had back in the day but it will never be the same, and I suppose that is what I miss the most about my childhood; the innocence, the creativity and the excitement of being a child. Something that has been removed whilst I have been growing up and I find this very sad to see.

Tldr; I miss my childhood innocence, creativity and excitement.

2
Off Topic / Level 18 Get
« on: September 15, 2014, 07:58:27 AM »
So ya that happened and like it has been the worst possible day so far but oh well if somebody can cheer me up then I love you forever.

3
Modification Help / Looking for a reasonably experienced coder
« on: September 07, 2014, 03:17:31 PM »
I wasn't too sure which board to put this in but I suppose I'm safe to say that coders check this place out.

I go to boarding school and steam doesn't work through the proxy server. My whole project isn't just about having armours as such. I'm creating a medieval/fantasy TDM and what I need is for weapons to have 3 different types of damages mage/range/melee and armours to have different strengths against each. The other thing I am wanting is for weapons to do for example 0-20 damage and its random based on the weapon's consistency what it will hit. eg a maul could hit 0-100 but has a very low chance of hitting. Some armours could also increase attacking bonuses but they'd have low defence bonuses ect.

Also you can mix and match armour parts to find good combinations for the style you are going to play, also the whole thing is semi top down so like top down but at an angle looking from behind the player slightly.

If you would like to be involved with this project please feel free to add me on skype, my skype is RustyXA. Many thanks.



4
Help / Key Recovery is not working.
« on: July 27, 2014, 09:05:44 AM »
I'm trying to recover my key on Blockland.us the usual way, it is saying 1 key found but I am receiving no e-mail. I have tried from multiple computers.

5
Off Topic / Happy New Year from England <3
« on: December 31, 2013, 06:01:12 PM »
A very British Happy New Year folks!!

6
Modification Help / Having an item to represent a VCE variable.
« on: November 20, 2013, 03:42:39 AM »
How would I be able to have an item to represent an VCE variable for example when a variable is added an item is added. Been wondering this for ages as it would be very useful for RPGs. What script if any would be needed.

7
Drama / Anthonyrules144 (BL_ID 9999)
« on: July 25, 2013, 08:39:47 PM »
So although I usually don't care for and take part in knifing servers I decided to hop to Anthony's server because I was extremely bored and I wanted to see what fun people found in servers like this.

The result was:


I'm just going to cut out irrelevant chat from users who weren't trying to kiss Anthony's ass but here is why and proof of how much of a spiteful hypocritical bastard this guy is I shan't cut out anything that I have said to show how little I deserved this.





Sorry that it is poorly cut out, but I seriously from self-experience and here is an example, avoid poorly manned, poorly made servers like this because you will only get angry at the admins' idioticy.

8
Off Topic / Forumers in Dublin
« on: July 11, 2013, 05:48:31 PM »
Would any forumers in Dublin like to come out for some drinks either tonight or tomorrow night if anybody is about?

9
Gallery / Rusty's Immersive TDM
« on: June 20, 2013, 01:39:29 PM »
Rusty's Immersive TDM
Currently Scaling at roughly 5k bricks is the TDM I am currently working on.


Gameplay:
Currently the TDM is operating in a Domination gamemode, with three capture points and four classes.


To Do:
The build is currently finished.
I'm waiting for players to join the server and play, the minigame is up and everything and all of the troubles have been fixed ;_;


Pictures:

Credits:
Rusty - Landscapes, Capture Point buildings, Farm and various details along with the events.
Demian - Lots of details and depth along with help towards the formality of the build.
Coffee - Helping with a lot of the build.
The Brighter Dark - Warehouse.
Navar0nius - A few bits here and there including spawn signs.

(A few other people, remind me if I have forgotten you.)

10
Off Topic / If Glass were an admin...
« on: February 17, 2013, 01:11:49 PM »
Discuss.

11
Off Topic / I keep on having these dreams...
« on: January 11, 2013, 01:51:00 AM »
I can't stop having these dreams about somebody I used to love and they wont go away and they are upsetting me forums halp.

12
Off Topic / Sedbergh School vs Ampleforth College Rugby Match
« on: October 06, 2012, 07:06:42 AM »
http://www.sedberghschool.org/welcome.html

vs

http://www.college.ampleforth.org.uk/ (My school)

I am playing for the U16 B's and oh my we are so forgeted they are so big but I have so much pride going through my veins right now and I'm scared oh Jesus help. They have been our rivals for over 50 years.

I'll try and get somebody to record it.

13
Off Topic / IT'S MY BIRTHDAY AND I NEARLY FORGOT TO MAKE A TOPIC NOE
« on: September 15, 2012, 03:24:37 PM »
Hi its my birthday <333333 16 and proud

14
Modification Help / Bouncing Bullets?
« on: July 21, 2012, 02:06:55 PM »
Code: [Select]
//Reflector.cs

//audio
datablock AudioProfile(ReflectorShot1Sound)
{
   filename    = "./ReflectorShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "./bulletHit.wav";
   description = AudioClose3d;
   preload = true;
};

//muzzle flash effects
datablock ParticleData(ReflectorFlashParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 25;
lifetimeVarianceMS   = 15;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.9 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.0";
sizes[0]      = 0.5;
sizes[1]      = 1.0;

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

   uiName = "Reflector Flash";
};

datablock ParticleData(ReflectorSmokeParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
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]      = 0.15;
sizes[1]      = 0.15;

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

   uiName = "Reflector Smoke";
};


datablock ParticleData(ReflectorExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = 1;
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 0.9 0.3";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.75;

useInvAlpha = true;
};
datablock ParticleEmitterData(ReflectorExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ReflectorExplosionParticle";

   useEmitterColors = true;
   uiName = "Reflector Hit Dust";
};


datablock ParticleData(ReflectorExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 50;
lifetimeVarianceMS   = 35;
textureName          = "base/data/particles/star1";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "1 1 0.0 0.9";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 1;
sizes[1]      = 0;

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

   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ReflectorExplosionRingParticle";

   useEmitterColors = true;
   uiName = "Reflector Hit Flash";
};

datablock ExplosionData(ReflectorExplosion)
{
   //explosionShape = "";
soundProfile = bulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = ReflectorExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.5;

   emitter[0] = ReflectorExplosionRingEmitter;

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

   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 2;
   lightStartColor = "1.0 0.5 0.0";
   lightEndColor = "0 0 0";

  explodeOnDeath = true;
};


AddDamageType("Reflector",   '<bitmap:add-ons/Weapon_Reflector/CI_Reflector> %1',    '%2 <bitmap:add-ons/Weapon_Reflector/CI_Reflector> %1',0.2,1);
datablock ProjectileData(ReflectorProjectile)
{
   projectileShapeName = "./bullet.dts";
   directDamage        = 30;
   directDamageType    = $DamageType::Reflector;
   radiusDamageType    = $DamageType::Reflector;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse      = 400;
   verticalImpulse   = 400;
   explosion           = ReflectorExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;
   
   armingDelay         = 00;
   muzzleVelocity      = 90;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 1;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0.5;

   hasLight    = true;
   lightRadius = 3.0;
   lightColor  = "1 0.5 0";

   uiName = "Reflector Bullet";
};

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

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

//gui stuff
uiName = "Reflector";
iconName = "./icon_Reflector";
doColorShift = true;
colorShiftColor = "1.0 0.5 0.25 1.0";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(ReflectorImage)
{
   // Basic Item properties
   shapeFile = "./reflector.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 = ReflectorProjectile;
   projectileType = Projectile;

casing = ReflectorShellDebris;
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 = ReflectorItem.colorShiftColor;//"1.0 0.5 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";
stateSound[0] = weaponSwitchSound;

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

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.14;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = ReflectorFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = ReflectorShot1Sound;
stateEjectShell[2]       = true;

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

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

};

function ReflectorImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, plant);
Parent::onFire(%this,%obj,%slot);
}

How do I make the bullets bounce?

15

Rusty's Classic 'Building a TDM' Server
-Coming to Blockland on July 1st-

Add Ons
-Trueno's Colour Set-
-Eksi's Lights-
-Tier + Tactical 2.1-
-Duplicator-
-Fillcan-
-Tophius' Bricks-
-Slayer-

What I am Aiming For
-My aim is to make a well-made death match arena that has a brilliant balance of brick count, beauty and game play. It will be hosted from July 1st and those who apply can help-

Applying
-To apply to help please pm with an example of your building skills, I am not too strict - however this is a precaution to remove all of the clueless people who came to my server and asked to help-

Who's Helping
Currently:
Rusty
Pass
TomTom
Katadeus
Fluffy
Bravo

Gallery



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