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Topics - Gamefandan

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256
Suggestions & Requests / Rocket Hat.
« on: March 02, 2009, 07:03:51 PM »
I was think about making a hat, then an idea struck me. Is it possible to make a weapon mount onto your head instead of your hand? This led to the idea of a hat that shoots missiles. What do you people think?

257
Hello recently, since none of my other projects have been working out, I wanted to make a little private script that would change my avatar's colors instantly. I think I found what I'm supposed to do but the code didn't work. Here's the code


Code: [Select]
package cape
{
function serverCmdcape(%client)
{
%client.applyBodyParts();
%client.packcolor = $pref::Avatar::PackColor = "1 0 0 0.5";
}
}
activatepackage ("cape");

Help would be very much appreciated.


258
Modification Help / Secret Ban Script help
« on: February 27, 2009, 05:49:56 PM »
Hey, I'm making a script where you can ban or kick someone without announcing it to the whole server. What function do I use for ban/kick? Also would I package it? Thank you for any help in advance.

259
Modification Help /  server message script help 
« on: February 11, 2009, 05:53:32 PM »
Ok I have only one question right now:

How do I make a script that reacts to a user chating without using the server command script group?

EX Gamefandan: Gamefandanbot how are you?
Gamefandanbot: Fine and you?

Help would be appriciated thanks.

260
Modification Help / add-on won't show up in game. [FIXED]
« on: February 07, 2009, 05:21:34 PM »
I made an add-on but I just can't get it to show up in game, I don't know what the problem is, I've tried almost everything, please help.

Here is the script:

Code: [Select]
//scepter.cs
datablock AudioProfile(scepterDrawSound)
{
   filename    = "./sound/swordDraw.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(scepterHitSound)
{
   filename    = "./sound/swordHit.wav";
   description = AudioClosest3d;
   preload = true;
};


//effects
datablock ParticleData(scepterExplosionParticle)
{
   dragCoefficient      = 2;
   gravityCoefficient   = 1.0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   spinRandomMin = -90;
   spinRandomMax = 90;
   lifetimeMS           = 500;
   lifetimeVarianceMS   = 300;
   textureName          = "base/data/particles/chunk";
   colors[0]     = "0.7 0.7 0.9 0.9";
   colors[1]     = "0.9 0.9 0.9 0.0";
   sizes[0]      = 0.5;
   sizes[1]      = 0.25;
};

datablock ParticleEmitterData(scepterExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 60;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "scepterExplosionParticle";
};

datablock ExplosionData(scepterExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 500;

   soundProfile = scepterHitSound;

   particleEmitter = scepterExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

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

   shakeCamera = true;
   camShakeFreq = "20.0 22.0 20.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.9;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 3;
   lightEndRadius = 0;
   lightStartColor = "00.0 0.2 0.6";
   lightEndColor = "0 0 0";
};


//projectile
AddDamageType("scepter",   '</Blockland v10/Add-Ons/Weapon_Sword/CI_sword.png> %1',    '%2 </Blockland v10/Add-Ons/Weapon_Sword/CI_sword.png> %1',1,1);
datablock ProjectileData(scepterProjectile)
{
   //projectileShapeName = "~/data/shapes/arrow.dts";
   directDamage        = 35;
   directDamageType  = $DamageType::scepter;
   radiusDamageType  = $DamageType::scepter;
   explosion           = scepterExplosion;
   //particleEmitter     = as;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 100;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;

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


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

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

//gui stuff
uiName = "scepter";
iconName = "./ItemIcons/scepter";
doColorShift = true;
colorShiftColor = "0.471 0.471 0.471 1.000";

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

//function scepter::onUse(%this,%user)
//{
// //if the image is mounted already, unmount it
// //if it isnt, mount it
//
// %mountPoint = %this.image.mountPoint;
// %mountedImage = %user.getMountedImage(%mountPoint);
//
// if(%mountedImage)
// {
// //echo(%mountedImage);
// if(%mountedImage == %this.image.getId())
// {
// //our image is already mounted so unmount it
// %user.unMountImage(%mountPoint);
// }
// else
// {
// //something else is there so mount our image
// %user.mountimage(%this.image, %mountPoint);
// }
// }
// else
// {
// //nothing there so mount
// %user.mountimage(%this.image, %mountPoint);
// }
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(scepterImage)
{
   // Basic Item properties
   shapeFile = "./shapes/scepter.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 = false;

   eyeOffset = "0.7 1.2 -0.25";

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = scepterItem;
   ammo = " ";
   projectile = scepterProjectile;
   projectileType = Projectile;

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

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.471 0.471 0.471 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]             = 0.5;
stateTransitionOnTimeout[0]      = "Ready";
stateSound[0]                    = scepterDrawSound;

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

stateName[2] = "PreFire";
stateScript[2]                  = "onPreFire";
stateAllowImageChange[2]        = false;
stateTimeoutValue[2]            = 0.1;
stateTransitionOnTimeout[2]     = "Fire";

stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "CheckFire";
stateTimeoutValue[3]            = 0.2;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;
//stateTransitionOnTriggerUp[3] = "StopFire";

stateName[4] = "CheckFire";
stateTransitionOnTriggerUp[4] = "StopFire";
stateTransitionOnTriggerDown[4] = "Fire";


stateName[5]                    = "StopFire";
stateTransitionOnTimeout[5]     = "Ready";
stateTimeoutValue[5]            = 0.2;
stateAllowImageChange[5]        = false;
stateWaitForTimeout[5] = true;
stateSequence[5]                = "StopFire";
stateScript[5]                  = "onStopFire";


};

function scepterImage::onPreFire(%this, %obj, %slot)
{
//messageAll( 'MsgClient', 'sword prefired!!!');
//Parent::onFire(%this, %obj, %slot);
%obj.playthread(2, armattack);
}

function scepterImage::onStopFire(%this, %obj, %slot)
{
%obj.playthread(2, root);
//messageAll( 'MsgClient', 'stopfire');
}

Please help me and thank you in advance.
 

261
Off Topic / Post you favorite Youtube video
« on: February 07, 2009, 12:34:24 AM »
Simple just do what the top says

262
Off Topic / First thing that comes to your mind.
« on: January 29, 2009, 10:18:19 PM »
This is a forum game where when the above user says a word you must say the FIRST word that comes to mind. and it can only be one word or a one word phrase.

Example: gamefandan: pie
               gamefandanbot: cake



 OK I'll start it:

Shoes

263
Faces, Decals, Prints / Gamefandan's pie decal
« on: January 13, 2009, 11:08:54 PM »
Yeah this is horrible so sue me -.-

There's the pic.
http://www.mediafire.com/download.php?zzm4y452nux
There's the link.

If you think it sucks then don't download it, simple as that, good-day.

one more thing plz don't flame this -.-

also:people its for the lulz -.-



264
Add-Ons / Gamefandan's noob colorset
« on: January 10, 2009, 01:55:29 AM »
This would be my first attempt to make anything. Tis being my first color set I would really appreciate your feedback but plz dont say "omfg this sux" or "WHERE THE HELL IS PURPLE?!?!?!11/1//" can you instead give advice to me on how to make it better thnx

~Gamefandan~ ('''\ ( ^.^ ) /''')™

sht i forgot to put the link XD
http://www.mediafire.com/?sharekey=b7b70b6e455e181791b20cc0d07ba4d2ce85f01d97387620


one more thing download the description and the colorset text files and put them in a folder then shove that folder in the add-ons folder







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