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Messages - blobo

Pages: [1] 2 3 4 5 6 ... 13
1
Clan Discussion / Re: blo - blown away by blo
« on: April 08, 2016, 07:29:13 PM »
Blobo. 'nuff said.

2
Creativity / Re: Game Design Megathread
« on: January 05, 2016, 08:38:02 PM »
Have you heard of Ludum Dare?

It's a game jam where you have 48 hours to make a game from scratch.

I've had fun with it, just interested to know if you have too, I guess.

if not heres a link http://ludumdare.com/compo/

here's a link my ld34 game http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=52667

Shameless self promotion

3
General Discussion / Re: Your trust list
« on: February 08, 2015, 09:57:15 AM »
3504   2   Boodals
21993   2   Kick
22556   2   Master King Deaddude
30588   2   Ozmar
39943   2   Simba
17546   2   luie
35295   2   Elm
36174   1   -Firewalker-
18296   2   BiscuitBro
25409   2   Cheezballer
14260   2   Modern Ninja
15093   2   Damage
79610   2   NML Cygni
23268   2   crazycrypt
32059   2   Aethra
23641   2   rlcbm
33793   2   Daxman
30485   2   We are toast
18497   2   -Corvette-
107159   2   Birdman the Great
32040   2   Diamonds
29131   2   DragonoidSlayer
6138   2   Dione
27161   2   Meggey
40262   1   A_TEE
34592   2   Beer
30139   2   Chill
34215   2   NinjazGamerz
19934   1   phage

4
General Discussion / Re: Deathrun!
« on: January 18, 2015, 11:49:57 PM »
Server's doing great! keep up the good work everyone! :D

time to start the second map!

5
Add-Ons / Re: The Random Gun V2
« on: January 17, 2015, 01:47:08 PM »
You'd have to think of this gun as more of a risk / reward kind of gun. I'd prefer both versions, one with a list and one without

I do agree that it would make a lovely risk/reward weapon, but theres is just more risk than there is reward. i personally wouldnt want tankFinalExplosionProjectile being shot in my face. it would be hilarious for everyone except you.

Also, i am still new to coding, but i do know a lot about functions. i have no idea how i would get the data of every projectile currently enabled, and then pick one from that list. if you know what you're doing, feel free to explain, i could probably follow.

6
Add-Ons / Re: The Random Gun V2
« on: January 17, 2015, 12:49:46 PM »
The thing with firing any projectile from the server is that you will probably end up getting a ton of gun bullets from different weapons.  all looking pretty similar, one might be a single shotgun bullet, you might get a single puff of fire from a flame thrower, maybe even the hammer hit projectile, or another invisible melle projectile. and also things like the printer, destructo wand, and duplicator. i just personally thing it's better to make a list, but i guess that's just me.

7
Add-Ons / Re: The Random Gun V2
« on: January 17, 2015, 12:39:43 PM »

8
Add-Ons / Re: The Random Gun
« on: January 17, 2015, 08:21:47 AM »
hell could you add in a sword projectile as well (short range and all)

I was actually working on a sword projectile for v2, and i have to say, it looks flat out hilarious.

Sadly i have no idea how to model and it is textureless. i figured out what to do. it looks great :D

I was also thinking of adding some other defualt projectiles like the push broom, hammer, and the tank shell.

9
Add-Ons / Re: The Random Gun
« on: January 15, 2015, 05:01:10 PM »
Predefined list. it only has the gun bullet, arrow, spear, and rocket.

10
Add-Ons / Re: The Random Gun
« on: January 15, 2015, 03:35:16 PM »
The addon just picks a projectile from a list when firing, it has no relation to events, so i can't help you with that.

11
Add-Ons / The Random Gun V2
« on: January 15, 2015, 03:22:28 PM »

Sometimes, guns get boring. And when guns get boring, you make a gun that fires a random projectile.




And when that gets boring, you make V2 with even more projectiles.

With V2 The Random Gun will now fire:
• Gun Bullet
• Arrow
• Spear
• Rocket
• Sword
• Pushbroom
• Tank Shell

 

DOWNLOAD V2

12
Thanks! it works perfectly!
 
You should read a bit more carefully, Blobo.

indeed i do.

13
After doing that, it just wont fire any projectiles at all. i might have done something wrong, but i dont think i did.
Edit : I'm getting an error saying "Player::getEyePoint - wrong number of arguments."
Code: [Select]
function SuperswordImage::onFire(%this,%obj,%slot)
{
if(!%obj.lastSuperSword)
{
%obj.lastSuperSword = getSimTime();
}
%spread = 00;
%vector = %obj.getEyeVector(%slot);
%vector = VectorScale(%vector, 35);
%x = (getRandom() - 0.5) * %spread;
%y = (getRandom() - 0.5) * %spread;
%z = (getRandom() - 0.5) * %spread;
%mat = MatrixCreateFromEuler(%x SPC %y SPC %z);
%velocity = MatrixMulVector(%mat, %vector);
%p = new projectile()
{
dataBlock = SuperswordProjectile;
initialVelocity = %velocity;
initialPosition = %obj.getEyePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
if((%obj.lastSuperSword + 1000) <= getSimTime())
{
%obj.lastSuperSword = getSimTime();
new projectile()
{
dataBlock = SuperswordSwordProjectile;
initialVelocity = %velocity;
initialPosition = %obj.getEyePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
}
MissionCleanup.add(%p);
return %p;
}

14
I made a sword add-on that would fire an extra projectile every second. that works fine, but the only problem is that now my sword fires the slash projectiles from the sword too, making it extremely inacurate.


Code: [Select]
   // 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 = false;
Code: [Select]
function SuperswordImage::onFire(%this,%obj,%slot)
{
if(!%obj.lastSuperSword)
{
%obj.lastSuperSword = getSimTime();
}
%spread = 00;
%vector = %obj.getMuzzleVector(%slot);
%vector = VectorScale(%vector, 35);
%x = (getRandom() - 0.5) * %spread;
%y = (getRandom() - 0.5) * %spread;
%z = (getRandom() - 0.5) * %spread;
%mat = MatrixCreateFromEuler(%x SPC %y SPC %z);
%velocity = MatrixMulVector(%mat, %vector);
%p = new projectile()
{
dataBlock = SuperswordProjectile;
initialVelocity = %velocity;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
if((%obj.lastSuperSword + 1000) <= getSimTime())
{
%obj.lastSuperSword = getSimTime();
new projectile()
{
dataBlock = SuperswordSwordProjectile;
initialVelocity = %velocity;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
}
MissionCleanup.add(%p);
return %p;
}

I know how to change where the initial position of the projectile is, but i dont know how to change it to the eye.

15
Modification Help / Re: Model shading not working
« on: July 20, 2014, 12:04:58 PM »
my shaper wont export to obj, and .X files seem to remove the skeleton.

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