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.


Messages - M0RRIS

Pages: [1] 2 3 4 5 6 7
1
Gallery / Re: Morris Island [dev]
« on: September 01, 2019, 06:35:00 AM »
Thanks for building me an island, dude!

2
Add-Ons / Re: ANT's Great War Planes
« on: May 17, 2018, 05:22:10 AM »
I never expected this to actually happen, great job!

3
General Discussion / Re: older blockland user check-in.
« on: March 18, 2018, 11:40:15 AM »
I think after being around for almost 10 years now, one could consider me as an older user.

4
Creativity / Re: The new and improved 3D model topic!
« on: October 06, 2017, 06:41:52 AM »

Not really done yet.

5
Modification Help / Re: Gatling Gun Animation
« on: September 30, 2017, 06:40:39 PM »
Works all fine now, thanks alot for being so supportive!

6
Modification Help / Re: Gatling Gun Animation
« on: September 30, 2017, 06:08:02 AM »
Thank you that could be it.
Do I need to make the root animation cyclic in order to stop a cyclic animation?

7
Modification Help / Re: Gatling Gun Animation
« on: September 29, 2017, 12:37:20 PM »
Thank you, I'll give it a shot!
Makes me wonder why it works with Kaje's Minigun model.

8
Modification Help / Gatling Gun Animation
« on: September 29, 2017, 09:49:22 AM »
I've been trying to make a Gatling Gun for Blockland recently. It's based on Kajes old Minigun Add-On but I can't seem to get the animation to work, it will either play once when you equip it and sometimes even on triggerup but it'll stand still during firing if the animation is non cyclic. If the animation is cyclic however it won't stop spinning once you equip it.

Code: [Select]
stateName[0]                    = "Activate";
stateTimeoutValue[0]            = 0.15;
stateTransitionOnTimeout[0]     = "Ready";
stateSound[0] = weaponSwitchSound;

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

stateName[2]                    = "Spinup";
stateAllowImageChange[2]        = false;
stateTransitionOnTimeout[2]     = "Fire";
stateTimeoutValue[2]            = 1.00;
stateWaitForTimeout[2] = true;
//stateSound[2] = minigunShot1Sound;
stateSequence[2] = "Spin";
stateTransitionOnTriggerUp[2]   = "Ready";
//stateSequenceOnTimeout[2] = "Spin";

stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "Smoke";
stateTimeoutValue[3]            = 0.01;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
//stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;
stateEmitter[3] = gunFlashEmitter;
stateEmitterTime[3] = 0.01;
stateEmitterNode[3] = "muzzleNode";
stateSound[3] = gunShot1Sound;
stateEjectShell[3]        = true;

stateName[4] = "Smoke";
stateEmitter[4] = minigunSmokeEmitter;
stateEmitterTime[4] = 0.05;
stateEmitterNode[4] = "muzzleNode";
stateTimeoutValue[4]            = 0.01;
stateTransitionOnTimeout[4]     = "Check";

stateName[5] = "Check";
stateTransitionOnTriggerUp[5]   = "Slow";
stateTransitionOnTriggerDown[5] = "Fire";

stateName[6] = "Slow";
stateTransitionOnTriggerDown[6] = "Fire";
//stateSequence[6]                = "ready";
stateEmitter[6] = minigunSmokeEmitter;
stateEmitterTime[6] = 1.00;
stateEmitterNode[6] = "muzzleNode";
stateAllowImageChange[6]        = false;
stateTransitionOnTimeout[6]     = "Ready";
stateTimeoutValue[6]            = 1.00;
stateWaitForTimeout[6] = true;

};

As far as I can tell it should play the "ready" animation when you equip it, the "Spin" animation on trigger down and the "Fire" animation during firing. But if I leave the "ready" animation blank it'll still play the "Spin" animation whenever I equip it. Can someone tell me why?


9
Creativity / Re: When do you feel the most creative?
« on: September 22, 2017, 05:06:06 AM »
If it is just about what time of day I'm the most creative I might say it usually is from night til late at night especially during full moon.

Otherwise my creativity seems to depend on more factors. During good times when I've got all I need and are pretty happy in general I'm not all too creative and if so it's mostly when I couldn't do anything anyways. During bad times however my creativity and productivity gets quite a boost, I only sleep like 4 hours per day, stay at home most of the time, start working on old abandoned projects or start new ones and even get them done, its like some sort of perk activating. Right now my creativity is pretty much on a peak, I've built an engraving chisel, a couple miniature weapons (a cutlass, an axe and a blunderbuss), I started working on a flintlock pocket pistol which makes fairly good progress (all of these projects have been built from scratch in my garage), I also finished an animation which I haven't for years and it even turned out better than all of my old animations.

10
Add-Ons / Re: Weapon: Kolibri Pistol
« on: September 12, 2017, 07:59:51 AM »
he got the wrong gun. ignore him.
you just have to search "Two Shot Derringer" to get one lol

Still the wrong gun, the Derringer in FoF is a Remington.




11
Gallery / Re: WIP Civil War TDM
« on: June 07, 2017, 03:57:50 AM »
Are the muskets realistic?

No they're not.
They might be the closest thing you'll get and they are pretty well made but they won't suit this period of time as they are flintlocks which were used until the early 1830s.
At the beginning of the civil war however which took place in 1861-65 they already used the more reliable caplocks.

12
Modification Help / Re: Fistful of Blocks (need coding help)
« on: May 30, 2017, 07:50:45 AM »
Now featuring a double action Pepperbox as a quick, yet inaccurate sidearm for close range combat



and a slow but powerful Walker


13
Modification Help / Re: Fistful of Blocks (need coding help)
« on: May 10, 2017, 02:57:21 AM »
Quick little update : I decided to polish the revolver models by adding loadinggates



Now my problem is that I need to change the reloading mechanic so that it reloads one bullet at a time and plays a sequence every time a bullet is reloaded. Would this even be possible? I already attempted to do so on an earlier project but all it did was playing the sequence once at the end.

14
Modification Help / Re: Fistful of Blocks (Weapon Pack)
« on: May 08, 2017, 07:44:54 AM »
You should add quickdrawing to it.

Some of them draw faster then the others, the Derringer for instance has the fastest draw.
Atleast they are supposed to, the mechanic seems to be broken

15
Modification Help / Re: Fistful of Blocks (Weapon Pack)
« on: April 16, 2017, 12:54:35 PM »
isn't there some "advanced ammo" addon or whatever that was inspired by FoF

You're talking about the Complex Weapon Pack, but sadly it has hardly anything to do with FoF. Exept for the "Colt Walker" though the model doesn't really resemble a Walker at all. I mean come on, a swing out cylinder on an muzzleloading open top revolver? Otherwise the pack seems to be pretty cool in terms of the reloading mechanics.

Pages: [1] 2 3 4 5 6 7