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Topics - Gumba Jonny

Pages: 1 [2] 3
16
Add-Ons / The Chimper-7 - bomb and gun in one!
« on: February 29, 2016, 04:28:19 PM »
The CHIMPER-7


The area encompassing what is in the modern day Al-Jarid and the Jaridian desert was once a bountiful, highly populated desert area booming with trade and prosperity. The area was well known for its stability and technological advancements in the later years, after the re-foundation of the Golem city of Buzer where the eradication of Zarosian extremists began. However, with its vicious conquering at the hands of Mongoloid commander Genghis John, the region's socities went into a backwards spiral. When the Johnate dissolved a century ago, utter chaos erupted in the region. Religious groups engaged in holy war, and Self Delete attacks were commonplace on all sides - hoping to be reborn in the town of Lumberton across the great River Bum.

The al-Quesadilla terrorist organization, which controls Al-Jarid and the black market camel cheese trade in eastern Gielinor, has taken a very serious step in their conquest for the region with their development of the Chimper-7. They wanted a capable, reliable firearm that could instantly become a weapon of mass destruction with a simple press of the trigger.

GUN FEATURES
  • Fully automatic.
  • Large bullets with a dangerous, large-radius suppressive explosion.
  • High damage.

BOMB FEATURES
In order to trigger the bomb, you require a heat level of at least 25. Heat is built up by simply firing the weapon, and is lost over time when not firing. At that level, simply click and release the left mouse button to trigger a Self Delete explosion.
  • At 25 heat, the explosion is a fairly powerful explosion ripped off from the rocket launcher, except with a wider kill radius.
  • At 50 heat, the explosion is upgraded to a larger, more powerful explosion.
  • At 75 heat, the explosion becomes its largest possible, with a ludicrous damage radius and a very powerful impulse and radius.
Heat is limited to 100, at which point the gun will overheat and explode!

I suggest you loving DOWNLOAD THIS THING RIGHT loving NOW or i'll turn your rooster into stromboli

17
Suggestions & Requests / Tier+Tactical discussion and revival ideas
« on: January 18, 2016, 07:50:52 PM »
LINKS:
TIER+TACTICAL 2
FROG'S WEAPONRY


Remember Ostinyo's Nuketown Domination?

I'm going to flat out say that this server was one of the best ever hosted. Period. It's not even me having a nostalgia boner. This was some of the most fun I've ever had playing a game. It was an extremely hectic game booming with crazy weapons with not only a weapon buying system but a straight-up upgrading system, to promote weapon variety and reward patient players who could still murder masses using sub-par weapons. In four words: IT WAS THE stuff
The fact that this server used Tier+Tactical (and Frog's Weaponry, which is a spinoff expansion anyway) was INTEGRAL to the experience. No other set of weapons would have fit better.

Servers like this were, even then, few and far between. Don't get me wrong. Servers weren't necessarily 100% le-wrong-generation better back then, but nowadays the choice of weapons has definitely taken a big change that I think most would agree is pretty bad. People have always mixed weapon packs, but it's gotten extreme with the popularity of different packs today. We see people mixing Vulpine Vitality weapons, the BF3 pack, duelling weapons, and a bunch of other packs together like it's no big deal. These weapon packs might be flashy or realistic or just have a lot of weapons, but what they seriously lack is variety and fun - yes, duelling weapons are just inherently flawed mechanically, even though they're pretty unique and well-done. Blockland allows you to do all these things with weapons easily, yet people opt for straightforward weapons that get pretty gross - like the BF3 pack with its borderline un-playability and dear loving god, this thing. All of the weapons in these packs just shoot normal bullets and reload. The bullets don't do anything other than damage and maybe shake your screen a little bit. Yet, people prefer these over stuff like the loving Tier+Tactical magnum which shoots a goddamn tank shell into people's faces. That thing alone has so much gameplay value to it just because of the size of the bullet and the critical headshots.

You guys might know that I make models and weapon add-ons. It's something I do for fun on my free time, sometimes aimlessly making models that I know I won't ever use but just make for the hell of it. Making an expansion to Tier+Tactical has been something I've always wanted to do, but I'm the type of person who can't really stay dedicated to a project if it's not completely thought out when I'm making it or if it becomes a drag. That's not to say I haven't completed things before. The Karbini Mk. 16 (link) took a lot of time to figure out, and although I was losing hope, I ended up finishing it exactly how I wanted it to behave, except for this double grenade explosion thing but we don't talk about that. I feel like if I have everything thought out, I could finish a single weapon pack even at the scale of Frog's.

I want you guys to share ideas on what I (or anyone else who might like Tier+Tactical as much as I do) could make to add onto the weapon pack and hopefully bring it back to popularity. I also know that a lot of you guys also don't like the weapon pack, so you could share what you don't like about it. For ideas, I'm talking about weapon types that you think would fit in and their mechanics. I'm by no means an expert when it comes to coding, but I've found that I can make a lot of stuff work with what knowledge I have so the ambition on those ideas should have no bounds.

I actually already have some weapon ideas that I haven't fully developed into something I'd like, but being that I already have models for some of these weapon types I feel I'd might as well share:

  • The Heavy Rifle. It fires tank-shell sized projectiles with a shotgun explosion radius. It is a slow full-auto that can headshot, which makes it range from a 5 to 3 hit kill. It has a first-shot accuracy increase as well. The magazine size is small, the base model having 18, and the reload speed is rather slow.

The other one is a heavy machinegun, which I might post later.

Anyway, let me know what you guys think!

18
Add-Ons / The Snowgun - not for pussies
« on: January 10, 2016, 12:39:10 AM »
AS FEATURED IN NEW YEARS' 2016...

THE SNOWGUN

It was very promising for humans to explore Pluto in the middle 22nd century. Its substantial supply of hydrocarbons and organic substances was greatly promising to many large businesses who were situated on nearby planets. The crowds roared with cheer as the first ships took off towards the little planet, broadcast all over Titan as the promise of natural gas and bioengineering that this planet would bring was an especially sought-after goal of the struggling population of this just-terraformed moon.

Shockingly, Pluto was already inhabited. As a matter of fact, it had been inhabited for the past century. These natives were part of an ancient cult that had managed to develop the first ship capable of doing so, and a stable population was already established on the frozen planet through traditional foodstock and natural resistance to the extreme cold unique to the gene pool of these people. With a hatred of capitalism raw in their blood, the natives took to arms and massacred the vast majority of the businessmen. Their weapons in particular allowed them to put out an enormous volume of fire on the explorers, whose weapons struggled in the near absolute-zero conditions of the frozen wastes. One native was killed, however, by a marauding chef using a sharpened carrot, and his weapon was taken by the escaping expeditionary force.

The Government of Titan's science department had brown townyzed and deconstructed this weapon, and within half a year it was ready for mass production. The people of Titan would make the tribes of Pluto pay for their resistance, using their very own weapons against them...

Features:
  • Rapidly fires single shots at high accuracy.
  • Can be charged up to 15 shots for a rapid-fire flurry of snowballs. Inspired by the Beggar's Bazooka in Scenery's Battlemix.
  • Snowballs split into lots of debris that have explosions of their own on contact with bricks.
  • 3-hit kill on direct impact, mini-snowball explosion deals some damage that can add up.


If you'd like to make your own weapon with the charging concept similar to this, feel free to use my code and sequence setup. You don't have to give me credit.




19
Add-Ons / Dual Guns - come on, put the second finger in!
« on: December 27, 2015, 12:52:14 PM »
T H I S  B E L L I S S I M O  S O N  O F  A  M A M M A . . .
È  M O L T O  A R R A B B I A T O .


As a molto bene spicy Italiano-Americano New York Pizza maker, he was fed up with the lines of defense offered on the black market.
Specifically, he was fed up with the fact that he couldn't independently shoot with his left hand! His right hand was mauled in a severe amore sauce cooking accident, and that made him molto cazzato!
Now, with a bit of tinkering on his own guns, he's taken to the roof tops and streets, shooting people with full use of both his hands!
 
The Piccante Italiano spares nobody!

And basically, that's amore.
Click here to find out how
when the moon hits your eye.

20
Modification Help / Using schedules to call functions + more problems (NEW)
« on: December 22, 2015, 09:43:05 PM »
This is really pissing me off. I'm trying to call another function twice within a function, with the second having the schedule so that it's spaced out. The purpose is that it's an easy way to make burst fire without cluttering sequences. However, the second function is called immediately - there is no delay.


function j_CarbineAImage::onBurstFire(%this,%obj,%slot)
{
   j_CarbineAImage::onFire(%this,%obj,%slot,0.0002);
   %obj.schedule(133,j_CarbineAImage::onFire(%this,%obj,%slot,0.0002));
   %obj.playThread(0, shiftLeft);
   %obj.playThread(2, shiftRight);
}

function j_CarbineAImage::onFire(%this,%obj,%slot,%spread)
{
   %projectile = %this.Projectile;
   %spread = 0.00032;
   %shellcount = 1;

   %obj.schedule(100, playthread, 0, plant);

   serverPlay3D(j_ARShot1Sound, %obj.getPosition());
   
   for(%shell=0; %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 * 3.1415926 * %spread;
      %y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %z = (getRandom() - 0.5) * 10 * 3.1415926 * %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);
   }
}


Help please!

21
Modification Help / 3D model dump - take em away from me please
« on: August 27, 2015, 12:40:39 PM »
I have some poopy garbage models that I hope you guys might like, might even do something with. You don't have to give me credit, but if you're going to go ahead and claim it as your own without actually being able to model, then, well, good luck with that.

Here you go

Examples:

22
Modification Help / Error related to getMountedImage
« on: August 25, 2015, 09:59:05 PM »
This weapon is supposed to fire a projectile through armor::onTrigger. In game it doesn't work, and I get a boatload of errors as well. The code is ripped directly from the grenade launching G36C.

I attached the console.log and the weapon's .cs.
Please help me and my family, thank you.

23
 For me it's pretty hard to both work and come up with ideas at the same time. I can only do one or the other, sadly. And I'm also no artist. So because of that I'm in a bit of a dilemma. I've modeled a bunch of different weapons and the point is to come up with an ideal style that fits in with default weapons.
 Default weapons themselves are inconsistent, though - the rocket launcher has an extrusion that has a octagonal black face for the muzzle with no depth, the tank turret has a muzzle with actual depth, and the gun just has a black barrel. This poses a problem for me because I constantly question what should be allowed and what should be avoided while I model.
 So I experimented with different designs, and I'm debating what would fit and what would not fit:

 The textures look funny because they're meant to be flatshaded so that they're colorshifted in-game. For example. the textures black25, black50, etc. all look black in the picture but the black50 would be darker in game.
 On my p3d.in I have a bunch of other models that you could take a better look at too.
 What I want out of this is to filter out what makes a model appeal to the sense of "defaultness" and stem off of that. It involves all sorts of things, from proportions to the shape of the stock or trigger guard. I've thought of different philosophies as well (pretending it's supposed to be a toy, creating unique designs as if created by a blockhead, etc.) and I'd like to see what your takes would be on this as well.

At the same time, gameplay also matter as well. I think I have this covered well, like creating simple spread that's locked to the horizontal axis rather than random spread across all axes. That being said, I need to still come up with what weapons to include. My plan is to make these models and fit how ever many I can to the weapons I come up with, so some models are probably going to be left over.

Thanks if you read all of this, and please give me some moforgetin feedback.
 
TL;DR: OPINIONS AND IDEAS, PEOPLE. IDEAS ESPECIALLY!!

24
Creativity / Custom high-quality TS3 voice pack
« on: July 06, 2015, 01:12:46 AM »
Hello. I make the good sound-di pack por the tingspik, it come with all da sound efect ju find in the default male soun-di-pak. I encouragie u to use ang soport me, get the greencard to ju kno... jaja.

https://dl.dropboxusercontent.com/u/152259396/ecuador_english.rar

All ju do is take the folder frong the .rar e file and ju put in the sound de your Teamspeak.

WARNING: IS LOUD JU KNO??

25
Modification Help / Simple arithmetic help in torque
« on: July 05, 2015, 04:09:25 PM »
The way this weapon is supposed to work is that every time this script onBuffer is called, a variable increases in value. That variable directly affects bullet deviation in a very simple manner. Here are the weapon's scripts:


function BusterCarbineImage::onReady(%this,%obj,%slot)
{
   %obj.RecoilCount = 0;
}

function BusterCarbineImage::onFire(%this,%obj,%slot,%recoil)
{
   serverPlay3D(gunshot1Sound, %obj.getPosition());
   %obj.playthread(0, plant);

   %recoil = %obj.RecoilCount;
   %spread = 0.1;
   %vector = %obj.getMuzzleVector(%slot);
   %vector = VectorScale(%vector, 130);
   %x = 0;
   %y = (%recoil * %spread);
   %z = 0;
   %mat = MatrixCreateFromEuler(%x SPC %y SPC %z);
   %velocity = MatrixMulVector(%mat, %vector);
   %p = new projectile()
   {
      dataBlock = gunProjectile;
      initialVelocity = %velocity;
      initialPosition = %obj.getMuzzlePoint(%slot);
      sourceObject = %obj;
      sourceSlot = %slot;
      client = %obj.client;
   };
   missionCleanup.add(%p);
   return  %p;
}

function BusterCarbineImage::onBuffer(%this,%obj,%slot,%recoil)
{
   %obj.playThread(0, root);
   if(%obj.RecoilCount >= 1)
   {
      %obj.RecoilCount = 1;
   }
   else
   {
      %obj.RecoilCount += .25;
   }
}


A syntax error occurs here (from console log):

function BusterCarbineImage::onBuffer(%this,%obj,%slot,%recoil)

{

^%obj.playThread(0, root);

^if(%obj.RecoilCount >= 1)

^{

^^%obj.RecoilCount = 1;

^}

^else

^{

^^%obj.RecoilCount += .##2##5;

^}

}
>>> Error report complete.

ADD-ON "Weapon_BusterCarbine" CONTAINS SYNTAX ERRORS


What's actually wrong with the code? Other pointers would be appreciated as well. Thank you.

26
Add-Ons / Karbini Mk. 16 - Baltimore, No More
« on: June 08, 2015, 06:02:39 PM »
KARBINI MK. 16 9.3x35mm URINIUM
  • This magnificent weapon was handcrafted by our craftsmen at Chunilingue GmbH of Switzerland to market the lawn enforcement of the United States in order to suppress not only rioter but also marching protesty!
FEATURE
  • Full auto with good accurate
  • High caliber bullet that bounce at close range - do more damage when explode
  • Denial of minority right? Especially black primate and homo love

BUT WAIT, THERE MORE!!
Karbini come with...
46mm UGL BooM Busty Launch
  • Big boom grenate lunchy that is firing big buster grenate! You can lunch the grenatey at speed. You also use right click to detanate buster grenate midaire!
FEATURE
  • Buster grememe has HUJI hitboxe
  • Shoot into crowd + airburst = kill minority stuff skin
  • Big explodi radius - large impulse, hi- damaging
TO USE BUSTER GRENADEY
  • Left click, release, and hold down left click to fire the grenade.
  • Technically, you must release the first click before 1/10th of a second (not as hard as you might think) and when you hold down the second click the grenade should fire after about 4/10ths of a second.

You convince now! Get buster grenadey now and...
SHOOT MINORITY TODAY

WINNING AWARDY

27
Off Topic / A short story I made in my free time in English
« on: February 13, 2015, 09:45:14 PM »
Part one was in English, part two I typed up just now:

After the big toilet disaster of 1812 the confederation of non American states stated their plans to get the s(h)ituation cleaned up for the masses passing the gasses. They embarked on the journey by swabbing a q-tip clan through the mean streets of a rich neighborhood with white fences Afroman. After seeing the trouble that the migrant workers were having armed with mere q-tips the Wu Tang Association declared war on the non America stating that the killer bees sold 50 gold 60 platinum and were going to come at them for the displacement of the many q-tippers as is called by the best buy workers union of Thailand. The thai men armed with the eight limbs joined in the battalion of the shaolin shadow boxers and rushed to the non America for battle. Their clinches unmatched, the first battle of Toilet (pronounced “poopy”, the fallen city of Quito) resulted in a massive loss of blood and ribcages for the non American soldier front 2. The imposed Ecuadorian tribespeople of the former Quito emerged from the underground where capybaras and palm trees were plenty and joined in with the ranks of the muay thai force (they called it “mucho thai” as a joke lol) and picked up the art of shaolin sticky stickfighting, a more advanced third cousin of the stickfighting the tribesmen used in their great capybara hunts of the old. As they sneezed on the sticks in order to ready them for battle the poop poop parashooter force rushed in from over the sky and laid a lot of big stinkers on the citypeople. Over 10,000 people threw up on the streets, the deadliest flatual attack in the (sh/c)i(t/tt)y’s history. The thai leader Quan Chi was unFaZed but had to round the Ecuadorian fightguys who were contemplating desertion and pooping on the Thai compound as well. Lucky, the wu dank arrived and out from the sky emerged thousands of shalom shadow hedgehogs (my Oc, stop showing everyone my deviantart Kevin) began to crush the non American ranks with the sheer originality of the OC which is a jet black risqué recolor of sanic, the god of the thai people. Their leader fell when Raekwon the Chef of the Wu Dang cooked him up in a pot of stew which the impoverished Ecuadorian people ate. The battle over, the Ecuadorians thanked the oriental fighters and the Africans and first rebuilt the reclaimed quito with a town hut of hay and sticks as was customary in the ecuadoorian traditions. Ecuador would rise once more as the meme central in the bicentennial of the poopcracy, a distinguished klan.
PART TWO
   All was well in the recovering city of Quito, formerly Toilet (pronounced Poopy) of the non American confederate. All was well until the builder roberto Blue Meanie ran out of the mortar. That was normally okay, as donkey scat (called “dulce de leche” by the local shaman chefs) was used historically to build the great Manahandayobba temple of 1603 under tribeperson Wilsong el Mejor. The problem was, they were fresh out of donkey scat as they'd used it in the preparation of the town stew because the townspeople were very hungry. In desperate need for some sort of mortar, the townspeople resorted to using boogers as mortar. However, being Ecuadorians, they mistakenly scraped their nasal septums, causing a large outbreak of seriously bad nosebleeds. With the population now in danger, a non American spy informed the grand leader of the crCIA and he then ordered a large order of 25,000  large fry and then a small expeditionary force of juggalo poop specialists to reclaim the city and then advance towards the great toilet empire of Chilli. The jewgalos advancing, the townspeople had no choice but to release the hairy odorous stickfighters that were kept dormant in the underground temple of Sucio-Sanchez. These fightmen were kept in a solution of methbrown towndehyde collected from the scat of capybara women and pebbles, the most advanced technology of the ecuadorian people. The ranks released, they rushed in a great P-P formation at the attacking juggalo stink invaders. They fought hard, but the end came when the liutenant of the hairy stickmen was smeared across the face by a marauding stinkfighter. With horrible pinkeye, he had no choice but to surrender and perform the ceremonial honorable Self Delete of the Ecuadorian elite warriors: to perform a poop-dance and then remove one's own colon using an obsidian knife with a hilt of solidified capybara dung; to then stir-fry and eat as much of it as possible before death. The city was lost, and countless other conflicts erupted around the world with the now confident non Americans being confident enough to take them, as if the great stinker Chilli was not in enough danger as is! The Wu Tank was recovering its losses and the tie dye fighters had a great case of diarrhea in its country, causing enormous flooding. With the majority of southeast Asia covered in flooding poop, there was little hope from a great ally...

28
Add-Ons / Trikimbows - TONGUE AND richard FORMATION
« on: December 27, 2014, 03:11:25 AM »

FEATURES:
  • Redwood body
  • Increased fire rate
  • Hilariously obstructive third bow
  • Custom icon

INSTILL FEAR IN THE ENEMY
TAKE OVER TWO CONTINENTS
RAPE MEN WOMEN AND CHILDREN
HAVE A GIGANTIC WALL BUILT YOU KEEP YOU OUT
DO NOTHING AFTER THAT
BATHE YOURSELF IN PISS

SEALS OF APPROVAL:




29
Add-Ons / Manifest Destiny - the third leg of the free world!
« on: December 26, 2014, 02:04:53 AM »

forget COMMIES

FEATURES:
  • Fully automatic at 1000 RPM!!
  • Custom sounds, CI, and icons!!
  • Crazy explosive rocket projectile!!
  • INSANE VISUALS
  • PATRIOTIC FINISH


AWARDS:


TAKE OVER THE CONTINENT
OPPRESS AND SLAUGHTER NATIVE PEOPLES
WIN OVER FOREIGN LEADERS ONLY IN ORDER TO LATER BACKSTAB THEM
RUIN THE WORLD ECONOMY
RAP MUSIC
DOWNLOAD NOW!!!

CHANGELOG:
  • (12/27) Improved firing melody to stand out more against the firing sound.

30
Modification Help / setImageTrigger/dual gun problem
« on: December 25, 2014, 05:25:34 PM »
I have these akimbo weapons set up where when a script is played for the main-handed weapon which is meant to trigger the left-handed weapon. The left-handed weapon has its states set up so that it will fire and stop firing like the main-handed weapon but using triggers. The problem is that it's not working for whatever reason  -  nothing happens to the left-handed weapon. Can anyone do me a solid and take a look? Thanks.

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