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Topics - Meekl

Pages: 1 2 [3]
31
Clan Discussion / MEEKCo.-- Yah. It happened.
« on: August 25, 2009, 01:16:40 PM »
Hello, it appears you have stumbled into my new clan topic.perhaps you will be very pleased with this accident. The MEEKCo. clan will be basically
Quote from: Mastication
Just Building, Eventing, And having fun.
However, there will be a job every member must do. You simply think up ideas for weapons. That's it.
However, every MEEKCo. building must be colorschemed to 2 main colors: Black,gray, and a pure colors. (IE Any color consisting completely of 0s and 1s on an RGB scale.) And any color resembling the color chosen. But a building CANNOT have 2 pure colors. We hope you seriously consider MEEKCo. for your clan.
Tell your friends! Join Today!
MEEKCo.

32
Drama / YOUR NAME MAKES ME RAGE
« on: July 27, 2009, 10:21:59 PM »
Well, i was on Woodland Creature's server, and i was just mucking with a gun, when i got banned.
Reason:YOUR NAME MAKES ME... :RAGE:

33
Off Topic / MEEKL does an Camping trip!
« on: July 12, 2009, 12:55:10 AM »
Yup, I'm going camping, so I won't be posting here for about 5-6 days, and the best part is, when i get home, my Butterfly knife trainer will most likely be here! :D. We're going to a place that we nicknamed "Woody's" (no Toy Story jokes please.) And it's a rather compact camping ground. We'll be leaving tomorrow.
Baei.
However, I will be checking back in the morning, so I might post. But probably not.

34
Off Topic / Almost got my foot crushinated.
« on: May 05, 2009, 04:57:16 PM »
Well,the name is pretty self-explanatory.This is what happened.I was riding my 4-wheeler,(ATV for you grammar national socialists)
and I tried doing a powerslide(drift) on my dirt driveway,but i hit the gas too hard,and I lurched to one side,and I actually felt a tread from a wheel hit my foot.I swear at that second,I yanked it back up at 180 miles an hour.
THAT WAS FREAKY!Also,did I mention my 4-wheeler weighs over 350 pounds?
o_o;

35
Creativity / Bow Ties by MEEKL!!!*NEW PICS!*
« on: April 25, 2009, 02:45:24 PM »
hey guys,i just captioned this at www.icanhascheezburger.com,what do you think of it?

PS.my username there is MichaelT.this is not stolen.









































PS.tell me if you have ideas or suggestions for new pics.

36
Gallery / MEEKL's Army Men
« on: April 05, 2009, 12:00:20 PM »
Well,after seeing Sarge's army men,i decided i would try to take a shot at my own version of it. mine has quite realistic green and tan 'bins',which have team 1 and 2 spawns inside them.The weapons used are:the Assault Rifle,Plasma Gun,Gun,and my unreleased BlackHoleLauncher(uses CC17 model).
pics:





37
Gallery / Oh Noes!
« on: March 29, 2009, 02:10:16 PM »
the zombies came to Beta City 16!(note:i did not steal this build,i modified Beta City 16.)
pics below.
#1.teh zawmbiez has boo-boo so dey come here.
#2.that can't be good...
#3.ironic?

38
Suggestions & Requests / Oh Noes!
« on: March 29, 2009, 02:06:27 PM »
moved to gallery.

39
Off Topic / epic lulz
« on: March 08, 2009, 05:58:30 PM »
i lol'd/rofl'd so freaking hard at this:http://www.youtube.com/watch?v=tj7YVavIpTU&NR=1

40
Off Topic / avatar help
« on: February 20, 2009, 08:12:17 PM »
see,i made a new avatar for myself,and i saved it as a .gif,but it will not loop.i tried everything.the animation plays,but i cannot get it to loop.

41
Modification Help / gunshell/rate of fire problem
« on: January 23, 2009, 09:33:08 PM »
ok,im making an auto-shotgun,and i know this might sound weird,but it shoots 10 bullets,but ejects 1 shell.i want it to eject 5 or 10 shells at a time.and it is automatic already,but i set the statetimeout or that crap to 0.1 and setemittertimeout to 0.1 but it is too slow still.also,whenever i shoot,it plays the weapon switch sound.need halp badly.
Code: [Select]

//audio
datablock AudioProfile(M16Shot1Sound)
{
   filename    = "add-ons/Weapon_Gun/gunshot1.wav";
   description = AudioClose3d;
   pReady = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "add-ons/Weapon_Gun/bulletHit.wav";
   description = AudioClose3d;
   pReady = true;
};


//shell
datablock DebrisData(M16ShellDebris)
{
shapeFile = "add-ons/Weapon_Gun/gunShell.dts";
lifetime = 100000.0;
minSpinSpeed = -400.0;
maxSpinSpeed = 200.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 30;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;

gravModifier = 2;
};


//muzzle flash effects
datablock ParticleData(M16FlashParticle)
{
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(M16FlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "M16FlashParticle";
};

datablock ParticleData(M16SmokeParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "./shapes/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(M16SmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "M16SmokeParticle";
};


//bullet trail effects
datablock ParticleData(bulletTrailParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.0;
inheritedVelFactor   = 1.0;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/Ring";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.3 0.3 0.9 0.4";
colors[1]     = "0.5 0.5 0.5 0.0";
sizes[0]      = 0.15;
sizes[1]      = 0.25;

useInvAlpha = false;
};
datablock ParticleEmitterData(bulletTrailEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "bulletTrailParticle";
};


datablock ParticleData(M16ExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 700;
lifetimeVarianceMS   = 400;
textureName          = "./Shapes/snow";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.9 0.6 0.9";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 0.25;
sizes[1]      = 1.0;

useInvAlpha = true;
};
datablock ParticleEmitterData(M16ExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "M16ExplosionParticle";
};


datablock ParticleData(M16ExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 300;
lifetimeVarianceMS   = 100;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "1 1 0.0 0.9";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 0.2;
sizes[1]      = 0.2;

useInvAlpha = false;
};
datablock ParticleEmitterData(M16ExplosionRingEmitter)
{
lifeTimeMS = 50;

   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "M16ExplosionRingParticle";
};

datablock ExplosionData(M16Explosion)
{
   //explosionShape = "";
soundProfile = bulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = M16ExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = M16ExplosionRingEmitter;

   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("M16",   '<bitmap:add-ons/weapon_m16/CI_m16> %1',    '%2 <bitmap:add-ons/weapon_m16/CI_m16> %1',0.5,1);

datablock ProjectileData(M16Projectile)
{
   projectileShapeName = "add-ons/Weapon_Gun/bullet.dts";
   directDamage        = 25;
   directDamageType    = $DamageType::M16;
   radiusDamageType    = $DamageType::M16;

   brickExplosionRadius = 2.5;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 1;
   brickExplosionMaxVolume = 10;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 1;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse      = 200;
   verticalImpulse   = 200;
   explosion           = M16Explosion;

   muzzleVelocity      = 700;
   velInheritFactor    = 1;

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

   hasLight    = true;
   lightRadius = 3.0;
   lightColor  = "1 0.5 0";
};

//////////
// item //
//////////
datablock ItemData(M16Item)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "add-ons/Weapon_m16/M16.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "MiniShotgun";
iconName = "add-ons/Weapon_m16/Icon_M16";
doColorShift = false;
colorShiftColor = "0.25 0.25 0.25 1.000";

// Dynamic properties defined by the scripts
image = M16Image;
canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(M16Image)
{
   // Basic Item properties
   shapeFile = "add-ons/weapon_m16/M16.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 = M16Item;
   ammo = " ";
   projectile = M16Projectile;
   projectileType = Projectile;

casing = M16ShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0; casing = M16ShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0; casing = M16ShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0; casing = M16ShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0; casing = M16ShellDebris;
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 = false;
   colorShiftColor = M16Item.colorShiftColor;//"0.000 0.000 0.000";

   //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->Ready transitions as
   // well as a no-ammo->dryfire idle state.

   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.30;
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]            = 0.1;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = M16FlashEmitter;
stateEmitterTime[2] = 0.01;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = M16Shot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = M16SmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.01;
stateTransitionOnTimeout[3]     = "Reload";

stateName[4] = "Ready";
stateSequence[4]                = "Ready";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "Ready";
};


function M16Image::onFire(%this,%obj,%slot)
{


%projectile = %this.projectile;
%spread = 0.0010;
%shellcount = 10;

for(%shell=1; %shell<%shellcount; %shell++)
{
%vector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%x = (getRandom() - 0.5) * 10 * 4.1415926 * %spread;
%y = (getRandom() - 0.5) * 10 * 4.1415926 * %spread;
%z = (getRandom() - 0.5) * 10 * 4.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%velocity = MatrixMulVector(%mat, %velocity);

%p = new (%this.projectileType)()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
MissionCleanup.add(%p);
}
return %p;
}
wut am i doing wrong?kaje,trader,ephi,I NEEDZ HALP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

42
Gallery / oops
« on: December 27, 2008, 05:38:22 PM »
d'oh wrong topic

43
Clan Discussion / Compact Productions
« on: December 07, 2008, 04:03:54 PM »
This is the forum for Compact Productions.We are currently getting OK's from other eventing clans.Compact Productions is a wrench eventing corporaion,focusing on making more advanced event machines,but also more compact ones.My first event Machine was a time bomb with a countdown of 30 seconds,and could be turned on or off by key,and activated by mouse.Post if you want to join,include these questions by quote of the next post.

44
Help / how to REALLY install add-ons.
« on: November 28, 2008, 12:51:22 PM »
ok,dishes how to install add-ons the right way.since all the others were like "place it in ur add-ons folder n00b."i was like "ok,what?"so here it is. :3
1.be sure blockland is closed.not minimized,closed.push quit,or if you are building,save it and quit.
2.find an add-on.(i recommend dual mac10 by peaceful war,that was my first.)
3.download and push SAVE instead of OPEN.
since people dstupid things like "go to c-blockland-addons"and that dosent make sense,push start on your toolbar,go to computer.go to OS:C,or where you downloaded blockland,go to blockland,then click on add-ons NOT on the taskbar,on the middle part.
4.click save on the bottom when you are there.
when its done,you will hear a "ding" from your computer.
5.start blockland and push start game,and check it off in the list.you do this same thing for ALL add-on types.
k thx bai ^-^

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