Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - autofire

Pages: [1] 2
1
Modification Help / Arm mounted claw
« on: April 17, 2010, 03:06:46 PM »
I haven't made it for the game, yet, but I got some videos of animations of it with blender. It'll have a double swipe ability, were you swipe with it rapidly, using the second swipe. Sorry if the post seams a bit hasty.

http://www.youtube.com/watch?v=uiV5KH9hhrc
http://www.youtube.com/watch?v=W1XxORQCOFc



enjoy!

2
Games / Is MMHP dead?
« on: April 06, 2010, 08:20:07 PM »
Hi. The megaman site MMHP is not working. If I try to go to it, my browser says:

Unable to connect

Does anyone know what is going on here? I hope it isn't dead.

3
Suggestions & Requests / Where did the event_addscore go?
« on: February 16, 2010, 11:39:17 PM »
Could somebody re-post the addscore event? Or tell me where to get it? I thought I had it, but I can't find it.

Edit: Fourm admin, plz move to correct place, if this isn't the correct place.


nvm plz delete

4
Modification Help / Arm Cannon
« on: December 23, 2009, 05:12:12 PM »
I have made a Megaman's arm cannon in the past, but it failed miserably, being called a toilet paper gun that fired bullets instead of plasma bullets. I want to take another try, and this time, I'll ask if it looks all right before I post it. I haven't gotten it working yet in Blockland. So no pics for now. (in page 2)

EDIT: I'm using authentic sound effects.

5
Suggestions & Requests / Arcade mod
« on: August 07, 2009, 02:13:58 PM »
Well, somebody made the tetris client side mod, so could someone make a pack of games, which would include pac-man, samegame, battle ship, space invaders, foul-eggs, etc. I would make it, but I'm not vary good at scripting yet. If someone wants to know more about a game, just ask.

6
Off Topic / How do I post a video in Google video?
« on: July 26, 2009, 06:03:32 PM »
If do make any videos, how would I post them on Google video?

7
Off Topic / I need a video rec. software!
« on: July 26, 2009, 12:24:19 AM »
I really need want one! I have found several but all with not working sound! Does anyone know of some software that would work?

8
I want to try making a vehicle, but I need a .blend model of a 1x1x1 brick, or 1x1x3 brick. I want this so I can make it look like it's made out of bricks. Hope someone can help.  :panda:

9
Modification Help / I need help with my cannon from battle net
« on: February 28, 2009, 02:17:49 PM »
I want my cannon add on so you must fire once, then you my not fire it again. Can someon tell me how to do this? thanks :cookieMonster:

Code: [Select]
//cannon.cs

//audio
datablock AudioProfile(cannonShot1Sound)
{
   filename    = "./gunShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "./bulletHit.wav";
   description = AudioClose3d;
   preload = true;
};


//shell
//datablock DebrisData(cannonShellDebris)
//{
//      shapeFile = "./gunShell.dts";
//      lifetime = 2.0;
//      minSpinSpeed = -400.0;
//      maxSpinSpeed = 200.0;
//      elasticity = 0.5;
//      friction = 0.2;
//      numBounces = 3;
//      staticOnMaxBounce = true;
//      snapOnMaxBounce = false;
//      fade = true;

//      gravModifier = 2;
//};


//muzzle flash effects
datablock ParticleData(cannonFlashParticle)
{
        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(cannonFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "cannonFlashParticle";
};

datablock ParticleData(cannonSmokeParticle)
{
        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(cannonSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "cannonSmokeParticle";
};


datablock ParticleData(cannonExplosionParticle)
{
        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(cannonExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "cannonExplosionParticle";
};


datablock ParticleData(cannonExplosionRingParticle)
{
        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(cannonExplosionRingEmitter)
{
        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 = "cannonExplosionRingParticle";
};

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

   lifeTimeMS = 150;

   particleEmitter = cannonExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = cannonExplosionRingEmitter;

   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 = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};


AddDamageType("cannon",   '<bitmap:add-ons/Weapon_cannon/CI_cannon> %1',    '%2 <bitmap:add-ons/Weapon_cannon/CI_cannon> %1',0.2,1);
datablock ProjectileData(cannonProjectile)
{
   projectileShapeName = "./bullet.dts";
   directDamage        = 60;
   directDamageType    = $DamageType::cannon;
   radiusDamageType    = $DamageType::cannon;

   brickExplosionRadius = 0;
   brickExplosionImpact = false;          //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           = cannonExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;

   muzzleVelocity      = 90;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";

   uiName = "Cannon Bullet";
};

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

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

        //gui stuff
        uiName = "Cannon(BC)";
        iconName = "./icon_cannon";
        doColorShift = true;
        colorShiftColor = "0.25 0.25 0.25 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(cannonImage)
{
   // Basic Item properties
   shapeFile = "./cannon.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 = "1";
   projectile = cannonProjectile;
   projectileType = Projectile;

        //casing = canonnShellDebris;
        //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 = cannonItem.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]             = 0.15;
        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]                                 = cannonFlashEmitter;
        stateEmitterTime[2]                             = 0.05;
        stateEmitterNode[2]                             = "muzzleNode";
        stateSound[2]                                   = cannonShot1Sound;
        stateEjectShell[2]       = true;

        stateName[3] = "Smoke";
        stateEmitter[3]                                 = cannonSmokeEmitter;
        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 cannonImage::onFire(%this,%obj,%slot)
{
        if(%obj.getDamagePercent() < 1.0)
                %obj.playThread(2, shiftAway);
        Parent::onFire(%this,%obj,%slot);
}

10
General Discussion / BL grand prix!
« on: January 12, 2009, 03:01:19 AM »
         I'm getting a little board, so  i thought of making a grand prix. So I gathered all the add-ons and maps that I need when I discovered: I couldn't make any severs!(I've tried to fix this, but the problem won't dissolve.) So could anyone please allow me to use one of their servers? Of course, though, the server will need: (I'll make the list later)

11
Help / Linux problem
« on: December 24, 2008, 02:30:04 AM »
Strangely, when I try loading a save, Block land dies. Could someone please tell me what's going wrong? :panda:

12
Faces, Decals, Prints / road signs
« on: December 24, 2008, 01:33:15 AM »
Update on Thursday, 1/1/09

Here's the link:
http://www.mediafire.com/?sharekey=16c9afa9b0cba67b91b20cc0d07ba4d25450fa4d29177dbf

pics:
Really, I doubt you're that dumb to not know what a road sign looks like.

Instructions for packs: unzip them into your add_ons folder.(Only for the master pack now) :cookieMonster:

Current signs:
stop sign
corner sign(Doesn't work yet) :panda:

13
Games / Do you know where I could find some megaman SFX?
« on: December 19, 2008, 12:33:59 AM »
Do you know where I could find some megaman SFX? I've Googled and searched everywhere for some. It would be real nice.

14
Modification Help / Problem with milk shape
« on: October 26, 2008, 04:40:49 PM »
I just got the full version of milk shape, and I get an error saying that it can't read the model I made. (I made one with the ms3d extension) I think I need a dts file but I don't how to make an import to this. Could any one please tell me how? :panda:

15
Mapping Help / making a map
« on: August 20, 2008, 08:33:52 PM »
I made a map with the built in editor and I want to name it something else then Bedroom - Dark(I just copied the Dark Bedroom and edited that.)
So could somebody help please?

Pages: [1] 2