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Messages - Meekl

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8461
Add-Ons / Re: Laser Gun
« on: January 24, 2009, 01:06:18 PM »
i changed the lazar to blue and be huge SHOOPETH MAH WHOOPETH
IMMA FIRIN MAH LAZAH!!!!!!!!!!!!!!!
BBBBBLLLLLLAAAAAAAGGGGGGGGGGH HHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!(er,i mean,BOOP!)

8462
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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

8463
Suggestions & Requests / Re: hover tank
« on: January 23, 2009, 06:15:32 PM »
Two words, NOOB-SPAM. They will drive off of crappy spam ramps and fly to kill ppl in a minigame.
he means like a normal tank,but can accelerate and nothing under it.it won't fly,so if that's what you're thinking,seriously,play the game.

8464
Gallery / Re: Blockland ClickHero
« on: January 23, 2009, 06:09:53 PM »
mine uses the pong(nvm,those were my older ones,now i use the GH note.) projectile for a note.

8465
General Discussion / Re: V11!
« on: January 23, 2009, 05:14:52 PM »
It's the 23rd, and I'm just wondering... WHERE'S MAH V11???
indeed.

8466
General Discussion / Re: GOLDEN BLOCK !!!
« on: January 23, 2009, 05:14:18 PM »
i found it for reals

looks like you edited in MSpaint.

8467
Suggestions & Requests / Re: Land Mines
« on: January 20, 2009, 05:33:01 PM »
onplayertouch-self-spawnexplosion-tankshell 2.000 done.

8468
Add-Ons / Re: Player Type, Baby [Free baby ray!]
« on: January 19, 2009, 09:44:54 PM »
baby ray is a barbeque!

8469
Add-Ons / Re: Deletion Bricks
« on: January 19, 2009, 09:42:00 PM »
HAO2USE!?!?

8470
Add-Ons / Re: Deletion Bricks
« on: January 19, 2009, 09:23:10 PM »
hao2use

8471
Add-Ons / Re: Deletion Bricks
« on: January 19, 2009, 06:35:06 PM »
hao2use

8472
Gallery / Re: Headline News: Rocketship Loove
« on: January 19, 2009, 04:39:26 PM »
this is...weird.

8473
Add-Ons / Re: Whatis
« on: January 19, 2009, 04:37:21 PM »
Hm, a tad confusing. But for the most part, very good job!  :cookie:

(First Post!)

ok,ask it /whatis this_mod? lol.

8474
Suggestions & Requests / Re: R/C
« on: January 18, 2009, 08:58:53 PM »
I R WANTING NAU.

8475
Suggestions & Requests / Re: Event: Tumble
« on: January 18, 2009, 08:55:28 PM »
inb4lock :O

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