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Topics - Razre

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Modification Help / Approaching a problem
« on: July 02, 2014, 06:23:52 PM »
Alright folks, just a little problem solving and I'm trying to figure out the most efficient way of going about it.

I've got an instance where I know I'm going to be sending a player into something that would otherwise kill them (i.e. shot at high velocity towards a wall) but still want them to survive the impact without giving them excess health, changing their playertype, or disabling their ability to trigger events such as 'onImpact' or 'onPlayerTouch'

a scripted in superjump if you will. Not the fall so much as the quick stop at the end, yknow?

How to go about giving them a stay of execution or get out of damage free card?

something simple as an event sequence? A client side mod? something else??

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Modification Help / Razre's Mech Project (Help-me-out-thread)
« on: November 04, 2011, 02:55:00 PM »
So I decided to make a mech. Since making a mech is a complicated, difficult project, I decided I might need a dedicated topic for posing questions to the community.

For reference, I'm using Milkshape3D to create my models. Here is a sample:



Now, I haven't bothered to texture it yet so don't bug me about it, I'll get to it after awhile.

The basic concept is a fast/agile hit and run mech with good jumping capabilites and maneuverability. Special features planned are "equippable" weapons systems, those being a machinegun type (twin miniguns) a rocket type (twin missile pods) a homing missile type (single set of missile rails with a tracking system mounted to the other side) and a sniper type (Single railgun with a rangefinder system on the opposite arm).

Today's issue:

I'm trying to figure out how to set up the final stages of the model and go about jointing it. For the weapons systems, the mech has a rotating turret-chassis on its back which the miniturrets (minigun, missile pod, railgun etc.) mount to. The mech main body has a series of complex animations lined up but I don't want the chassis to be affected too much so that the mech can be in its run animation and have the turret chassis following the mouse so the player can move and aim at the same time. Strafing, if you will. Should I separate the chassis from the main body model and have it mount to the mech when it spawns through events, or could I leave it as a part of the main model and solve the problem with joints? Also, I'm not familiar with how i'm supposed to name the joints for the model.

Any ideas for additional weapons systems would be appreciated as well.

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Modification Help / AAAA missile launcher
« on: October 29, 2011, 11:01:52 AM »
Edit: To nip these pointless "But THIS is a SAM launcher!" comments in the bud, I've changed the title of the thread and the project to something else, which in this instance is an acronym for "Anti Aircraft And Armor" which SHOULD cover me. This is BLOCKLAND. Not some damned mil sim. I'll name my projects whatever the hell I wanna thank you very much.

ANYWAY.

I figured it's high time we had one o' these mothers at our disposal, so I whipped up this model:



and this rocket:



And now I'm tryin' to write a script for it, but I want to know a few things planning-wise before I start out. This is my plan for the weapon so far:

     I know that when a vehicle is spawned, it gets assigned a specific number by the game engine. What I want the weapon to do is when the player mouses over a vehicle, wait three seconds, then get the specific ID of the vehicle and tell the rocket to hunt down that specific vehicle. If the player does not fire within five seconds of lock-on, discard the number and wait to point at the next vehicle. On firing, the rocket will chase down the target at high speed. The turn radius for the rocket is going to be poor, thus it CAN be outmaneuvered if the target notices it soon enough. Also, it's going to intentionally be indiscriminate as to what team it's firing at. This is specifically a vehicle-killing device, and will not lock onto players. It's going to be a one-shot weapon that you have to get another of if you want to keep killing tanks n' stuff.

     What I want to know is what exactly that specific ID is called and how I can incorporate it into the script. If I'm mistaken, what other option do I have tracking-wise?

4
Modification Help / Top Sekret Loel (Update x 4 COMBO)
« on: October 20, 2011, 06:24:29 AM »
So I decided to get back into mod making, and for my amusement, will begin loading unlabeled images of my progress to tease the stuff out of you while rampant speculation abounds. ENJOY.



Alright, the main bit's pretty much done here.

Now I want to ask a few questions:

1. How do I go about mounting turrets on my turrets (As in, one locked to the z axis while another is locked to the y axis and the last is locked to the x axis.) Essentially a tank turret with mount gimbals with guns/rocket pods/etc.

2. How do I make it so that while the driver is located in one part of the vehicle, driving with WASD, the mouse-look is aiming the aformentioned turretonturretonturret action and firing accordingly?

3. can I make it so that a vehicle picks up its own separate equipment into it's own separate inventory? Like a gun-pod setup and a rocket-pod setup that can be switched between like items in a players inventory, and how do i make it behave differently depending upon what playertype it gets picked up by? Say, when a regular player picks it up and equips it, they get a massive crate that slows them down and they can't use, but the vehicle gets a mounted gauss cannon.

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Modification Help / Bloko Kart
« on: October 07, 2009, 02:12:38 PM »

Hey guys, this is just a personal project of mine. I've been trying to make a quality vehicle for a mario kart style blockland mod. So far I have the kart design, but this is as far as its gotten:


From here I want to export it from Blender to work on the scripting, but I cannot for the life of me get the DTS exporter to function. Can someone help?

BLOKOKART RACING MOD OBJECTIVES:

Blokokart V1:
functioning gokart with fun steering.

Blokokart V2:
Boost function
animated engine

Blokokart V3:
powerups and vehicle specific pickups
animated steering wheel

Blokokart V4:
Functioning minigame support and Racing specific HUD

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AoT Clan Discussion / Migration
« on: July 22, 2009, 10:11:25 PM »
I'm trying out AoT! hope to see some more BL players there. And I have a personal vendetta against Nitramj's charachter. I FINISHED FIRST NITRAM! THOSE SHOULD'VE BEEN MY VICTORY LAPS! YOU LIAR! >:(

fake vendetta is fake.

7
Music / Just wondering...
« on: July 21, 2009, 10:38:44 PM »
I wanted to know if the system for music works with MP3 files, in which case, i'm going to release a pack of songs I have for raves, tecno(is that how you spell it?) and generally awesome music. And the songpack will be titled: Razre's Awesome Music Pack. Because it has taken me a long time to amass this impressive collection of full length songs.

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Modification Help / BLOCKLAND RACING: Road Test!
« on: July 10, 2009, 02:45:10 PM »


I decided I'd start something interesting and have begun a Blockland Racing feature. I'll test vehicles for you so you don't have to! Think of this as like an internet magasine for blockheads prospecting to download good vehicles.

This is my first vehicle testing and I found the results inreresting. The vehicles I tested were:

The Classic Blockland Jeep

The FROG or "Find and Retrieve the Objective Goal" Vehicle

The Blockstang V2

The Minibike

The Blocko Car

and the MONSTER jeep!

I tested for top speed using the very useful speedometer mod.
it measures in blocks per second,  so you'll have to do the math yourself to figure out miles per hour.  Anyway, as a baseline, i tested just running around, and found that the average, nonjetting speed of a blockhead is about 14 blocks per second. Then I tried backing up and the speed halved, so we now know blockheads move half as fast going backwards. whatever. Then I spawned a horse and tried going fast as I could on a straightaway. It topped out at about 23 bps. Done with that, i spawned four more vehicles, the jeep, the blocko car, the monster jeep and the FROG.

I jumped in the jeep and telepored out into the map. from there I found a nice flat section of map and drove until the vehicle I was using stopped accelerating. These were the results:

Jeep: around 54 bps

Monster Jeep: exactly 74 bps

Blocko Car: around 64-62, it kept accellerating and decelrating oddly.

FROG: right at 72.45 bps

Minibike: close to the jeep, 52 bps

But the most entertaining ride of all was the Blockstang! I hit the stereo mod, went out to my flat strech of map, and went. Along the way, I noticed the whole car begin to shake violently as I reached higher and higher speeds. I rode for hours, watchign the speedometer steadily climb. The blockstang didn't seem to have a top speed! it just kept climbing! I finally gave up after it broke  104.67,  granted having taken about 20 minutes to get to that speed, and believe that with enough time, the blockstang could break 200 or over.

My next feature will be more in-depth, with things such as vehicle health stats, 0-60 bps measurements, and turn radius measurement. Any other suggestions are welcome, as are suggested vehicles for my next feature.

This is Razre, telling you to keep on Racing! 'Till next time folks!

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Modification Help / Wait...What?
« on: September 07, 2008, 11:35:58 AM »
I have been trying for ages to get my Railgun add-on series to work. i only have one script prepared, (the other two are in the works) but no matter what i do, i cannot get the railgun to show up ingame. when i go to check the add on in the server setup menu, its there (and yes ive made sure to check the box) but in game when i go to set it as an item, its just plain not there in the menu! WTF?

thx for your help


User was banned for this post

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Modification Help / The Ultimate Noob.
« on: June 13, 2008, 12:52:06 AM »
I seriously must be the ultimate in noobness, because im asking where to begin. honestly, none of you guyshad to ask this did you? anyway, ill stop beating around the bush and get to the point. what i need is a list of programs and what not i need to download to get started scripting, modelling and basically,well making my own add ons for blockland. please dont laugh.

EDIT:
ok, now i have my tools.....but i need someone to tell me how to use them. ill start by just asking: if i wanted to make a shotgun, how would i start?(using notepad and milkshape or shaper)

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Drama / How annoying all the noobs are
« on: June 08, 2008, 11:17:13 PM »
ok, ive been really miffed the last couple of days. ive logged onto blockland and found the servers clogged to the bursting with noobs who wont stop spamming up the servers. i have worked my tail off earning trust and then getting banned for no reason. (KOFOMIA BANNED ME OFF HIS POKEMON SERVER FOR 'QUOTE':PLAYING TETRIS) im really tired of this random crap and would like to set up a dedicated server for dedicated blocklanders. any takers?

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