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Topics - HellsHero

Pages: [1] 2 3
1
General Discussion / Adventure Gamemode Discussion
« on: October 19, 2012, 02:19:43 PM »
I've been wondering something for a little while now, if someone was to make an adventure/story based gamemode would you rather it be singleplayer and/or multiplayer?

What would you like to see in it? What would you dislike?

Survival based (food/shelter/whatever), stage based (levels of a sort), etc?

Would you rather lots of shooting (For example some sort of campaign, like Half-Life or some FPS) or something like Amnesia (You don't really have weapons, doing puzzles/getting 'horrified'/escape some dungeon)?


Also while answering this don't think of limitations, just be creative.

2
Modification Help / Simulating High Ping
« on: September 14, 2012, 03:47:36 PM »
Is there anyway I could simulate high ping on a server? Preferably capable of testing it on myself.

3
Modification Help / Gamemode system forcing me to use an addon?
« on: September 08, 2012, 06:48:24 PM »
Um, basically, I'm playing around with the gamemodes and how they work so in the gamemode.txt file I made Brick_Pole to be required.

But later on I decided to remove it from the required add-ons (because I discovered that Brick_PoleAdapters is incompatible with it) but now the game is not letting me run the gamemode and is giving me this error message whenever I try.


4
Modification Help / Hells&Khain's SLAYER [Snipers Done]
« on: July 05, 2012, 10:35:41 PM »



VIDEO 1: Footstep Demo

Table of Contents:
Month/Day/Year
About [Last update: 9/17/12]
Features [Last update: 9/17/12]
Weapons [Last update: 10/15/12] [NEW!]
Download [Last update: 9/19/12]
Credits [Last update: 9/17/12]
News [Last update: 10/15/12] Boring!
Pictures [Last update: 10/15/12] NEW!



Aboot
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I've been planning to create this server for a while now and finally it is becoming a reality. Plans for this started around mid-may and visible progress has been slow but we are picking up pace with it.

The server will feature multiple Slayer gamemodes, including a brand new one created specifically for this server called Leader. Leader will be very similar to the gamemode it's based off of in Gears of War as well as VIP.

Make a map for me so it could be featured on the server! You will get full credit and whenever the map is used there will be a message naming the map as well as the creator (you!) Once the server gets out of Alpha & Beta stage, map makers will gain some bonus equipment! When making the map keep in mind it should be capable of supporting 24-32 people. The maps you make can be of any modern theme, it could be a castle if you so desire (because castles exist in modern times, duh) Do not make it a 'super' futuristic themed build because those will be rejected.


Features
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What will it feature you ask? What's so special about this server? How is it any different from a classic TDM?

Here's a brief list showing most of the things in the server:
  • Completely custom weapons
    • Reloading (Not space guy's!)
    • Awesum Sounds
    • Bipods (on some weapons)
    • Dynamic recoil system
    • Damage Fall-Off (bullets do less damage the more they travel)
    • Headshots
  • Leveling system (0 to 80)
  • Weapon/Item unlocking system
    • Weapons unlock according to your level
    • Many different weapons to choose from
    • At level 80 you have to choose 1 out of # amount of items so at level 80 you cannot get everything!
  • Customizable class system
    • You can change your class very easily with a GUI
    • Weapons are displayed with images so you can see what you're going to get
    • Weapon stats are displayed so you can try and get the best* *All weapons are balanced so there is no definite 'best'*
    • You can customize a total of 5 classes to have all different weapons
  • Saving/Loading
    • All stats are saved on the server
    • You can create a custom class, leave, comeback and still have it
    • You can reset your account to start back at level 0 with no unlocked equipment
    • Autosaving every 10 minutes so no progress is lost
    • Instant saving on leaving the server, so there's nothing to worry about


Weapons
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There will be a large amount of guns, at the moment we are thinking to have 3-5 of each type.

10/15/2012 snipers done

List legend:
Black is planned
Red is modeled
Green is scripted & modeled

List:
  • Primaries
    • Assault Rifles
      • M4A1
      • FN-FAL
      • AK47
      • AK-103
      • Scar-L
    • Bullpups
      • FAD
      • KH 2002
      • AUGA1
      • L85A2
      • G11
    • Carbines
      • 9A-91
      • M4A1
      • L85 Carbine
      • AKS-74u
    • Light Machine Guns
      • RPK-74M
      • L86 LSW
      • M60E4
      • AUG HBar
    • Shotguns
      • Spas-12
      • Striker-12
      • H&K CAWS
      • M37 Ithaca
      • Ranger
    • Sniper Rifles
      • L96
      • M14 EBR Mod 0
      • .50 Falcon
      • Thompson G2 Contender
      • SKS
    • Submachine Guns
      • P90
      • MP5K
      • MP5SD
      • MP7
      • Magpul PDR
      • Mac-10
  • Secondaries
    • Pistols
      • .44 Magnum
      • USP .45
      • Silenced M9
      • MP-443
    • Machine Pistols
      • Steyr TMP
      • G18
      • FMG9
      • M93R
    • Launchers
      • RPG-7v2
      • M320
      • EX 41
      • M72 LAW
    • Specials
      • Crossbow
      • M26 MASS
      • Ballistic Knife
      • Medkit
      • Riot Shield
  • Throwables
    • Lethal
      • Frag Grenade
      • Semtex
      • Tomahawk
    • Tactical
      • Flashbang
      • Toxic Grenade
      • Stun Grenade
  • Tactical
    • Lethal
      • C4
      • Claymore
      • Knife
    • Tactical(loel)
      • Spawn Beacon
      • Motion Sensor
      • Jammer
  • Armour
    • Helmets
      • Light Helmet
      • Gas Mask
      • Medium Helmet
      • Improved Helmet
      • Heavy Helmet (see a pattern??)
      • Juggernaut Helmet
    • Body Armour
      • Light Vest
      • Tactical Vest
      • Medium Vest
      • Improved Vest
      • Heavy Vest
      • Juggernaut


Download
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Hey guess what! At the moment all you can download is the client-side of this mod. In layman's terms: The current download is if you want to play on the official H&K SLAYER server.

Client-Side:
CURRENT VERSION: 0.8.1
LocalHostr [recommended!]
MediaFire

Server-Side:
TBA


Credits
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This server/mod was created by HellsHero, Khain, Jirue and Rykuta!

HellsHero did all server-side and client-side code.
Khain did all of the weapon/item models.
Rykuta did all of the weapon scripts.
Jirue did all of the CI and Icons for the weapons!

Special thanks to Greek2Me for creating Slayer!


News
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NEWS?

more lists :(
10/15/2012: Did new snipers and stuff you know!!!

5
Modification Help / [Resource] Rounding Float Numbers
« on: July 04, 2012, 01:30:19 PM »
I made this quickly and wasn't sure if other people needed it so I will post it here

Code: [Select]
function mFloat(%val)
{
%dec = strPos(%val,".");
if(%dec == -1)
return %val;
%tenth = getSubStr(%val,%dec+1,1);
if(%tenth >= 5)
return mCeil(%val);
else
return mFloor(%val);
}
This will return the same value if there is no decimals or return whatever integer is closest to it.

If anyone has a different way or better way of doing it, post here.

6
Modification Help / Calling a function on an object
« on: February 14, 2012, 08:27:09 PM »
I've always been confused about this, and I will try to explain best I can. When you call some function from an object and there's only one variable do you have to put it?
For example:
Code: [Select]
function gameConnection::doStuff(%this)
when I call it I would do this
Code: [Select]
%this.doStuff();
or this?
Code: [Select]
%this.doStuff(%this);
Is there much of a difference/prefered way to do it?

7
Modification Help / Scriptobjects
« on: March 14, 2011, 12:30:22 PM »
Alright, I understand how scriptobjects work and all, but there's one problem I encountered that I can't solve.

I'll try to explain it best I can:
In the Scriptobject, I have the variables Type[0], Type[1], ... Type[x] and I want to be able to remove Type[2] and have all the other types 'move down'. So Type[3] becomes Type[2], Type[4] becomes Type[3] and so on.
How would I make it so they will 'move down'?

8
Modification Help / Weapon Buy Manager
« on: June 21, 2010, 08:45:19 PM »
Alright, pretty new to most things about GUIs, so I need your guys' help!

1. I want to know how to add choices to GuiPopUpMenuCtrl objects. (Drop down box)

2. How would I add weapons and items (Weapon_, Item_) to the GuiScrollCtrl labeled 'Selectable Weapons' so you could click them and then edit their values and then once you click the Apply Item button that the entry in the 'Selectable Weapons' would be removed and then added to the 'Grouped Weapons' GuiScrollCtrl?

3. Also, to add onto the previous question, how could I add the items to the list by UI name and not the .zip file? (For example Tier+Tactical has packages, so multiple weapons in one .zip) Would I have to make the GUI accessible from in-game and not from the Start Mission GUI?

4. Another quick question so I won't run into any errors, this GUI is accessible from the Start Mission GUI, and I'm wanting to include the item icon of the weapon/item selected for editing, would I be able to include it without errors? (The server.cs isn't executed, but I still use content from the .zip)

9
Help / Team Deathmatch Events, setTeamAllied Problem
« on: May 23, 2010, 04:44:18 PM »
  I'm making my D-Day build and I ran across a problem with TDMs event, setTeamAllied. Whenever I revert the control of a spawn point to the default owners, for example, on brick Axis_Spawn_Bunker going from Allied to Axis control and the mini-game resets (That's when the control is flipped) Allied players will sometimes spawn at the Axis_Spawn_Bunker bricks when they're meant to spawn at the newly given control of the Allied_Spawn_Lander brick, (All bricks are reverted control on reset, and yes I know I explain stuff badly :c) the Axis players will also spawn at their old spawn location, the 2nd phase area of the TDM, Axis_Spawns_Trench. To fix this I need ot reset the mini-game twice in a row which I don't find is appealing.



Thanks in advance, need your guys' help!

Quick thought, I'm using the event onMinigameReset, I've tried using onTeamCaptureReset but it didn't work for some reason... At all. Maybe it's the input I'm using, anyway, help!

10
Gallery / [~WIP~] Beach Dead [D-Day TDM]
« on: May 23, 2010, 08:14:59 AM »
Beach Dead
Yes, I know the name's from Conker L&R

Yesterday I started building a D-Day build, (I usually do it every once and a while, never finish them) and it started coming out really well, so now I've decided to show the build to everyone who frequents the Gallery!

Remember this is a WIP! The way the TDM will work is by taking over a control point at the gun nests, then the spawn points will shift and the defending team would move onto the trenches, and so on. (The trenches look extremly odd to me, post suggestions for that please.)


11
Modification Help / Input Events: Minigame
« on: May 22, 2010, 10:06:24 PM »
I'm extremely new to making events and stuff, and I've been having a problem with one thing. Calling a mini-game output through an input event. For example:
Code: [Select]
onInput->Minigame->OutputI decided to create an onBrickTrigger input and brickTrigger output events for practice, and I noticed the error above.

Here's the code:
*Note* I added in echo functions to see if %client.minigame was actually the correct thing. FYI, it is the correct thing. *Note*
Code: [Select]
RegisterInputEvent(fxDtsBrick, "onBrickTrigger", "Self fxDtsBrick" TAB "Player Player" TAB "Client gameConnection" TAB "Minigame Minigame");

registerOutputEvent("fxDtsBrick", "brickTrigger");


function fxDtsBrick::brickTrigger(%this)
{
%client = %this.getGroup().client;
echo(%client.minigame);
$InputTarget_["Self"] = %this;
$InputTarget_["Player"] = %client.player;
$InputTarget_["Client"] = %client;
$InputTarget_["Minigame"] = %client.minigame;
%this.processInputEvent("onBrickTrigger", %this);
}

I've tried to find some resources, used Amade's bot event 'onBotKilled' for some insight on using 'Minigame', I echoed the minigame value on his event and it was the same as mine, but it actually worked.

Code: [Select]
onBotKilled -> Minigame -> chatMsgAll[Blah.] //Works
onBotKilled -> Self -> brickTrigger
onBrickTrigger -> Minigame -> chatMsgAll[Blarg.] //Doesn't work

Code: [Select]
RegisterInputEvent(fxDtsBrick, "onBotKilled", "Self fxDtsBrick" TAB "Killer Player" TAB "Killer(Client) GameConnection" TAB "Corpse Player" TAB "Minigame Minigame");

function armor::onDisabled(%this, %obj)
{
parent::onDisabled(%this, %obj);
if(%obj.getClassName() $= "AIPlayer" && isObject(%brick = %obj.spawnBrick))
{
%obj.setImageTrigger(0, 0);
%obj.setImageTrigger(1, 0);
if(isObject(%obj.client))
{
%obj.client.delete();
}
if(isObject(%client = %obj.lastPusher) && (%obj.lastPushTime + 1000) > getSimTime())
{
%obj.setImageTrigger(0, 0);
%obj.setImageTrigger(1, 0);
%killer = %obj.lastPusher.player;
$InputTarget_["Self"] = %brick;
$InputTarget_["Killer"] = %killer;
$InputTarget_["Killer(Client)"] = %killer.client;
$InputTarget_["Corpse"] = %obj;
$InputTarget_["Minigame"] = %killer.client.minigame;
echo(%killer.client.minigame);
%brick.processInputEvent("onBotKilled", %client);
}
}
}


Thanks in advance.

12
HellsHero's Add-Ons

In this topic, I'll try and post most of my add-ons for the public to see, use, and comment on! You can even suggest what to add to these add-ons and even what new things I could make entirely. I'll try to update this frequently with beta info, new add-ons, and etc.

Downloads:

M1 Garand:
Version 1.1
Update! I totally forgot about limb hiding (the left/right hand+hooks) so you'll need to re-download this add-on! 7:06 PM EST (-5)
A nice M1 Garand with a unique feature! Lets cut to the chase, features list time!
Click here to download Weapon_M1Gar.zip

Features:
  • Melee Attack (Press the clear ghost brick key, by default this is Number Pad 0!)
  • 8 Bullet Clips
  • Iron Sights

Pictures/Video:
Blockland: M1 Garand Preview


Download:
Click here to download Weapon_M1Gar.zip at Google Sites.
Click here to download Weapon_M1Gar.zip at FileFront.




Machine Pistol:
Version 2.0
I just finished scripting this weapon yesterday night as well as the icons and etc, here's the features list. Model by Yndaaa, script, sounds, icons by HellsHero. V2 now comes with an Akimbo version of the MP!
Click here to download Weapon_MachinePistol.zip

V1 Features:
  • Rapid fire SMG-like weapon
  • Complete custom design
  • Reloading after 40 bullets shot (Thank Space Guy for his wonderful script!)
V2 Features:
  • Less Spread
  • More Damage
  • Decreased Clip size 40->30
  • Reload Animations were removed due to complications
  • NEW Akimbo MP weapon!

Pictures:


Download:
Click here to download Weapon_MachinePistol.zip



HK417 Assault Rifle:
Version 4.0
REDOWNLOAD IF YOU DOWNLOADED BEFORE MAY 30th 10:14AM EDT!

I suck at descriptions so, features! Also, Yndaaa made the model and animations, thank him for that! ;P
Click here to download Weapon_HK417.zip

V1 Features:
  • Iron Sights (Press the right mouse button)
  • Reloading (Press the light key or let it automatically do it)
  • Single Fire (Click the left mouse button)
  • Auto Fire (Hold the left mouse button)
V2 Features:
  • Fire Rate increase
  • Less datablocks
  • More realistic (chaseyqurt's suggestions)
  • Removed unneeded lines in script
  • Fixed numerous bugs (You wouldn't even know how many there was...)
  • Smaller file size
V3 Features:
  • Bug fixes and the like
V4 Features:
  • Made the HK417 gun-slide only after reloading
  • Balanced Damage, Fire-Rate, and Spread
  • Increased clip size 20->25
  • New item icon

Pictures/Video:
Blockland: Full HK417 Preview 2 (Kinda outdated)


Download:
Click here to download Weapon_HK417.zip



Power Beam:
This is Tc572's Power Beam, but fixed and with an added charge function!
NOTE: I got permission to post this, it was going to end up being the main replacement of it but he never got around to updating the file on RTB.

Since I'm not too good with making big blocks of text here's the basics:

-Player holds player beam in hand, hand remove pl0x?
Hand is now hidden when you equip the weapon! ;D

Features:
  • Three shot burst.
  • Powerful charged shot if you hold the fire button and then release.
  • Missiles if you press the right mouse button.
  • Awesome model by Tommy631.

Pictures: (Exactly what the original topic lacked)


And of course,
Download: (With multiple mirrors, no complaining4you)
MediaFire Mirror: Weapon_TcPowerBeam.zip
FileFront Mirror: Weapon_TcPowerBeam.zip
File Dropper Mirror: Weapon_TcPowerBeam.zip
Google Sites Mirror: Weapon_TcPowerBeam.zip



Dedicated Mini-game:
NOTE: Not recommended for people who don't know how to edit .cs files & not understand what to change.

Start a server with this add-on enabled and a mini-game will instantly be made as someone joins the server. (RECOMMENDED FOR DEDICATED SERVERS)
To change the mini-game values go into the server.cs file and look for the
Code: [Select]
//START EDITINGline, edit from there and pay attention to the commented areas, they will explain what the value does exactly.

Download:
Click here to download Script_DediMini.zip



Beta News:
Nothing here for now!


Comment, rate out of 10 (Specify which), criticize, discuss, suggest, and enjoy!

13
Modification Help / Calling an animation of an equiped item
« on: May 15, 2010, 05:34:26 PM »
I've been experimenting and trying to find out how to call a weapon animation by not using the state system.
For example:
Code: [Select]
function Image::onFire(%this,%obj,%slot)
{
 %this.toolAnimation(fire);
 parent::onFire(%this,%obj,%slot);
}
That obviously being a useless way of using it, but it gets the idea across and explains it a bit better.

So my question is, how do I call weapon animations by not using the state system?

EDIT: I did a little more searching and found something ish-about this, would I use %this.playThread(AniName)? Causes syntax errors on %this, I'll try %obj, even though that prolly won't work...

14
Modification Help / Animation Speed Via Script?
« on: April 25, 2010, 11:51:52 AM »
I heard somewhere that you can change the speed of an animation on a weapon, how do I do this? Do I just set the stateTimeoutValue to a number less than the length of the animation?


EDIT: I tried my idea out, and it works. I could probably slow the animation down by increasing it more than the animation time?


EDIT2: Alright, so the animation speed is all dependent on the length of the state. Just gunna lock this and have people who don't know this find it when they search!

15
Music / Helix - Archetype
« on: April 24, 2010, 10:56:50 AM »
I found this song on Newgrounds(Here) and I thought I'd make it into a neat little .ogg loop, so here it is!

Installation:
Download the 10 second loop!
Put the .ogg loop into the ./Add-Ons/Music folder.
Launch Blockland, enable the music file and play normally!

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