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Messages - SoulStealer

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766
Suggestions & Requests / onplayerkill event
« on: October 28, 2008, 09:18:36 PM »
an event that is the player is standing on the brick with the event on it and someone snipes them or something the player who kills them will have whatever the event is like impulse or tumble

767
Help / question about add on packaging
« on: October 27, 2008, 11:42:00 PM »
these are the things i have in an add on im making
1.Weapon_Egg.dts---a dts
2.description.txt---a txt
3.Weapon_Egg---a cs

here's my description.txt
Code: [Select]
Title:Egg
Author:SoulStealer
An egg you can throw.

heres Weapon_Egg[cs]
Code: [Select]
//<Egg>.cs


datablock AudioProfile(<Egg>ExplosionSound)
{
   filename    = "./sound/spearHit.wav";
   description = AudioClose3d;
   preload = false;
};

datablock AudioProfile(<Egg>FireSound)
{
   filename    = "./sound/spearFire.wav";
   description = AudioClose3d;
   preload = true;
};


//<Egg> trail
datablock ParticleData(<Egg>TrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/ring";
//animTexName = " ";

// Interpolation variables
colors[0] = "0.75 0.75 0.75 0.3";
colors[1] = "0.75 0.75 0.75 0.2";
colors[2] = "1 1 1 0.0";
sizes[0] = 0.15;
sizes[1] = 0.35;
sizes[2] = 0.05;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
};

datablock ParticleEmitterData(<Egg>TrailEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;

   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = <Egg>TrailParticle;
};


//effects
datablock ParticleData(<Egg>ExplosionParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 900;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/cloud";
//animTexName = "~/data/particles/cloud";

// Interpolation variables
colors[0] = "0.3 0.3 0.2 0.9";
colors[1] = "0.2 0.2 0.2 0.0";
sizes[0] = 4.0;
sizes[1] = 7.0;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(<Egg>ExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   lifeTimeMS    = 21;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "<Egg>ExplosionParticle";
};

datablock ParticleData(<Egg>ExplosionParticle2)
{
dragCoefficient = 0.1;
windCoefficient = 0.0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 500;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/chunk";
//animTexName = "~/data/particles/cloud";

// Interpolation variables
colors[0] = "0.0 0.0 0.0 1.0";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(<Egg>ExplosionEmitter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 7;
   ejectionVelocity = 15;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "<Egg>ExplosionParticle2";
};

datablock ExplosionData(<Egg>Explosion)
{
   //explosionShape = "";
   lifeTimeMS = 150;

   soundProfile = <Egg>ExplosionSound;

   emitter[0] = <Egg>ExplosionEmitter;
   emitter[1] = <Egg>ExplosionEmitter2;
   //particleDensity = 30;
   //particleRadius = 1.0;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 15.0;

   // Dynamic light
   lightStartRadius = 4;
   lightEndRadius = 3;
   lightStartColor = "0.45 0.3 0.1";
   lightEndColor = "0 0 0";

   //impulse
   impulseRadius = 3.5;
   impulseForce = 2000;

   //radius damage
   radiusDamage        = 40;
   damageRadius        = 3.5;
};

//projectile
AddDamageType("<Egg>",   '<bitmap:add-ons/ci/spear> %1',    '%2 <bitmap:add-ons/ci/spear> %1',1,1);
AddDamageType("<Egg>Radius",   '<bitmap:add-ons/ci/spearRadius> %1',    '%2 <bitmap:add-ons/ci/spearRadius> %1',1,0);
datablock ProjectileData(<Egg>Projectile)
{
   projectileShapeName = "./shapes/<Egg>.dts";
   directDamage        = 50;
   directDamageType  = $DamageType::<Egg>Direct;
   radiusDamageType  = $DamageType::<Egg>Radius;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = <Egg>Explosion;
   particleEmitter     = <Egg>TrailEmitter;

   brickExplosionRadius = 0;
   brickExplosionImpact = true; //destroy a brick if we hit it directly?
   brickExplosionForce  = 20;
   brickExplosionMaxVolume = 200;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 20000;
   fadeDelay           = 19500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0.50;

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


//////////
// item //
//////////
datablock ItemData(<Egg>Item)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "./shapes/<Egg>.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "<Egg>";
iconName = "./ItemIcons/<Egg>";
doColorShift = true;
colorShiftColor = "0.400 0.196 0 1.000";

// Dynamic properties defined by the scripts
image = <Egg>Image;
canDrop = true;
};

//function <Egg>::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(<Egg>Image)
{
   // Basic Item properties
   shapeFile = "./shapes/<Egg>.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   //eyeOffset = "0.1 0.2 -0.55";

   // 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 = <Egg>Item;
   ammo = " ";
   projectile = <Egg>Projectile;
   projectileType = Projectile;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.400 0.196 0 1.000";

   // 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] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;

stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;

stateName[2]                    = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2]            = 0.7;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2]                  = "onCharge";
stateAllowImageChange[2]        = false;

stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0.3;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;

stateName[4] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
stateAllowImageChange[4] = false;

stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.5;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = false;
stateSound[5] = <Egg>FireSound;
};

function <Egg>Image::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, spearReady);
}

function <Egg>Image::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}

function <Egg>Image::onFire(%this, %obj, %slot)
{
%obj.playthread(2, spearThrow);
Parent::onFire(%this, %obj, %slot);
}

if someone has seen a problem or something i need to add/take away please tell me i really want to know how to package add ons ive been trying to make them since V8 and nobody would help me

768
Drama / Re: Which is better: Blockland or ROBLOX
« on: October 27, 2008, 07:15:44 PM »
your on a blockland forum where most peaple play blockland and your asking witch is better?

769
Suggestions & Requests / Re: RPG weapon pack
« on: October 27, 2008, 12:10:31 PM »
lost it?
ask your friend again and put it on here

770
Suggestions & Requests / Re: Admin paint
« on: October 27, 2008, 10:41:34 AM »
that would be bad because badmins would go to some big....temple someone worked on for hours and fill can paint it all pink

771
Help / portforward/hosting question
« on: October 27, 2008, 12:14:08 AM »
i port forwarded a long time ago and for a few months i could host online games but i had to re-install blockland and now i cant host online games...is there anyway to ge my host...ness...back?

772
Suggestions & Requests / Re: RPG weapon pack
« on: October 26, 2008, 10:57:48 PM »
i did...nothing
but i know its somewhere...

773
Suggestions & Requests / RPG weapon pack
« on: October 26, 2008, 10:14:54 PM »
ive been on a few servers and ive seen peaple that had like flail mace lance axe and stuff when i download them it says its in some RPG pack anyone know where this is at?

774
Suggestions & Requests / Re: illusion's
« on: October 26, 2008, 10:14:00 PM »
bump

776
Help / Re: i have a quetsion about server.cs thing
« on: October 26, 2008, 11:47:33 AM »
i made a test add ons
heres what i have
description.txt
Title:Egg
Author:SoulStealer
An egg you can throw.

an egg.dts

and server[cs file]
Code: [Select]
//Egg.cs


datablock AudioProfile(EggExplosionSound)
{
   filename    = "./sound/spearHit.wav";
   description = AudioClose3d;
   preload = false;
};

datablock AudioProfile(EggFireSound)
{
   filename    = "./sound/spearFire.wav";
   description = AudioClose3d;
   preload = true;
};


//Egg trail
datablock ParticleData(EggTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/ring";
//animTexName = " ";

// Interpolation variables
colors[0] = "0.75 0.75 0.75 0.3";
colors[1] = "0.75 0.75 0.75 0.2";
colors[2] = "1 1 1 0.0";
sizes[0] = 0.15;
sizes[1] = 0.35;
sizes[2] = 0.05;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
};

datablock ParticleEmitterData(EggTrailEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;

   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = EggTrailParticle;
};


//effects
datablock ParticleData(EggExplosionParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 900;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/cloud";
//animTexName = "~/data/particles/cloud";

// Interpolation variables
colors[0] = "0.3 0.3 0.2 0.9";
colors[1] = "0.2 0.2 0.2 0.0";
sizes[0] = 4.0;
sizes[1] = 7.0;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(EggExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   lifeTimeMS    = 21;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "EggExplosionParticle";
};

datablock ParticleData(EggExplosionParticle2)
{
dragCoefficient = 0.1;
windCoefficient = 0.0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 500;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/chunk";
//animTexName = "~/data/particles/cloud";

// Interpolation variables
colors[0] = "0.0 0.0 0.0 1.0";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(EggExplosionEmitter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 7;
   ejectionVelocity = 15;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "EggExplosionParticle2";
};

datablock ExplosionData(EggExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 150;

   soundProfile = EggExplosionSound;

   emitter[0] = EggExplosionEmitter;
   emitter[1] = EggExplosionEmitter2;
   //particleDensity = 30;
   //particleRadius = 1.0;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 15.0;

   // Dynamic light
   lightStartRadius = 4;
   lightEndRadius = 3;
   lightStartColor = "0.45 0.3 0.1";
   lightEndColor = "0 0 0";

   //impulse
   impulseRadius = 3.5;
   impulseForce = 2000;

   //radius damage
   radiusDamage        = 40;
   damageRadius        = 3.5;
};

//projectile
AddDamageType("Egg",   '<bitmap:add-ons/ci/spear> %1',    '%2 <bitmap:add-ons/ci/spear> %1',1,1);
AddDamageType("EggRadius",   '<bitmap:add-ons/ci/spearRadius> %1',    '%2 <bitmap:add-ons/ci/spearRadius> %1',1,0);
datablock ProjectileData(EggProjectile)
{
   projectileShapeName = "./shapes/Egg.dts";
   directDamage        = 50;
   directDamageType  = $DamageType::EggDirect;
   radiusDamageType  = $DamageType::EggRadius;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = EggExplosion;
   particleEmitter     = EggTrailEmitter;

   brickExplosionRadius = 0;
   brickExplosionImpact = true; //destroy a brick if we hit it directly?
   brickExplosionForce  = 20;
   brickExplosionMaxVolume = 200;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 20000;
   fadeDelay           = 19500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0.50;

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


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

// Basic Item Properties
shapeFile = "./shapes/Egg.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Egg";
iconName = "./ItemIcons/Egg";
doColorShift = true;
colorShiftColor = "0.400 0.196 0 1.000";

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

//function Egg::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(EggImage)
{
   // Basic Item properties
   shapeFile = "./shapes/Egg.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   //eyeOffset = "0.1 0.2 -0.55";

   // 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 = EggItem;
   ammo = " ";
   projectile = EggProjectile;
   projectileType = Projectile;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.400 0.196 0 1.000";

   // 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] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;

stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;

stateName[2]                    = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2]            = 0.7;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2]                  = "onCharge";
stateAllowImageChange[2]        = false;

stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0.3;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;

stateName[4] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
stateAllowImageChange[4] = false;

stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.5;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = false;
stateSound[5] = EggFireSound;
};

function EggImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, spearReady);
}

function EggImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}

function EggImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, spearThrow);
Parent::onFire(%this, %obj, %slot);
}

should it work?

777
Help / Re: i have a quetsion about server.cs thing
« on: October 26, 2008, 12:34:58 AM »
=(

778
Help / Re: i have a quetsion about server.cs thing
« on: October 26, 2008, 12:32:11 AM »
umm....im so new to this that i dont know what "datablocks" are.....heheheh

779
Help / Re: i have a quetsion about server.cs thing
« on: October 26, 2008, 12:27:31 AM »
so...
i can put this in a file and zip it after
1.server.cs[with the script in it]
2.desc.txt[Title:Doll Author:SoulStealer A doll!]
3.Weapon_Doll.dts
is that all?im so close from understanding yet so far please dont give up on em and quit like most peaple do who try explaining it to me

780
Help / Re: i have a quetsion about server.cs thing
« on: October 26, 2008, 12:20:37 AM »
so if it isnt exec(./"Weapon_Doll.dts") what should it be?

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