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Topics - Aware14

Pages: [1] 2 3 4 5 6
1
Clan Discussion / [BS] Block Soap - YAEY TOPIC
« on: February 12, 2011, 09:58:19 PM »



Block Soap is a clan dedicated to no particular chunk of Blockland, only the game itself!
Founded by Zapk, Block Soap was created on February 12, 2011.


For direct updates about the clan, and Zapk's shenanigans, follow the Blog!

There are currently no Notices on the wall!





Name , BL_ID , Job(s)
Zapk 12270 Founder , Building , Eventing
Aware14 9374 Modeling , Building , Eventing , Scripting
And maybe you! apply today!


Building In the Gallery section, post at least 4 images of a build you've made. Then, as a reply of this topic, post a link, your In-game name, and your BL_ID. Cross-applying is allowed.
Eventing On mediafire, or something along the lines, upload the .blb file which has your event. Event must contain at least 10 lines, and nothing that kills you/traps you! Then, reply here with the link, your In-game name, and your BL_ID. Cross-applying isn't allowed.
Modeling Using blender, or something along the lines, shape up a model of anything you wish. In the Gallery section, post at least 2 images of the model you've made. Then, as a reply of this topic, post a link, your In-game name, and your BL_ID. Cross-applying is allowed.

©Zapk

2
Modification Help / Alternate fire to change datablock and add a image
« on: August 12, 2010, 07:53:13 PM »
I need a base script that changes the datablock and adds an image.
Im not that good at scripting.
I have looked at other weapons with alternate fires, none of them change the datablock.

Thanks.

3
Drama / BRICKYBOB IS MEANY
« on: August 02, 2010, 10:58:26 PM »
BRICKY BOB IS MEANY CAUSE HE SHOT ME IN A DM

HE IS HACKER

4
Drama / Sybrae
« on: June 30, 2010, 10:56:31 PM »
Aware14,
It's sybrae and plese send out the excursion if you dont i will send you  bad message then you should release it. If yo
u do release it i wont send you the message.

From,
Sybrae

What is this is dont even.

What is a "Excursion"?

5
Drama / "Aware14 your arisaka sucks"
« on: June 30, 2010, 08:38:35 PM »
[rage]
Yes, I get told that 5 times a day, it gets really irritating when someone just says that.

I made it 4 months ago, Give up you bitch's.

forget you, you loving cigarettes.

Yes I know that someone is going to say it. Right here.

I KNOW IT SUCKS

[/rage]

6
Off Topic / Milkshape or Blender
« on: June 24, 2010, 05:28:04 PM »
I got into a fight with somone, Argueing which is better, Milkshape, Or Blender.

He got all angry cause I said:
Milkshape sucks, waste of 30$.

So, which is better? I find Blender 2.5, the best.

7
Modification Help / Zerg Drone (Scripter/Animator needed)
« on: June 23, 2010, 08:37:06 PM »
Zerg rush!

Yes the Hydralisk inspired me to make a Zerg Drone
I just need It animated and scripted.




(Im not realy used to blender renders yet)

If you make this, give me credit.
PM for model.

Edit: The reson why this is better than my past models, I use blender now. Blender 2.5! FTW!

Edit2: I give up on this project, people who want the model can find it Here, Goodbye

8
Off Topic / Pohtaytohs!
« on: June 18, 2010, 08:39:45 PM »
Discuss your needs to talk about pohtaytohs.

I know you have some.

9
Modification Help / Black
« on: June 18, 2010, 08:29:48 PM »
I cant get a black projectile. Sums it up right?

Well I tried to put in "0 0 0 1" but that came out blank.
Then I tried "0.1 0.1 0.1 1" but that was to white.

Help?

10
Help / TDM mod wont work
« on: June 10, 2010, 04:45:03 PM »
I've been trying to get my TDM mod to work but it wont, did v15 mess tdm up?

11
Modification Help / Akimbo Swords
« on: June 10, 2010, 11:09:24 AM »
Im trying to get one of my swords to be akimbo but there is something wrong.

Code: (SwordImage) [Select]
datablock ShapeBaseImageData(AkimboOblivionSwordImage)
{
   // Basic Item properties
   shapeFile = "Add-Ons/Weapon_OblivionSword/Oblivionsword.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.
   // Projectile && Ammo.
   item = OblivionSwordItem;
   ammo = " ";
   projectile = OblivionSwordProjectile;
   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]                    = OblivionSwordDrawSound;

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";
   stateWaitForTimeout[3] = true;
stateTimeoutValue[3]            = 0.2;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;

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";

stateName[6] = "Reload";
stateAllowImageChange[6] = false;
stateTransitionOnTriggerUp[6] = "FireAkimbo";
stateSequence[6] = "ready";

stateName[7] = "FireAkimbo";
stateTimeoutValue[7] = 0.09;
stateScript[7] = "onFireAkimbo";
stateTransitionOnTimeOut[7] = "ready";


};

Code: (LeftSwordImage) [Select]
datablock ShapeBaseImageData(LeftHandedOblivionSwordImage)
{
   // Basic Item properties
   shapeFile = "Add-Ons/Weapon_OblivionSword/Oblivionsword.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 1;
   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 = OblivionSwordItem;
   ammo = " ";
   projectile = OblivionSwordProjectile;
   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]                    = SwordDrawSound;

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";
   stateWaitForTimeout[3] = true;
stateTimeoutValue[3]            = 0.2;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;

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";


stateName[6] = "Reload";
stateAllowImageChange[6] = false;
stateTransitionOnTriggerUp[6] = "Ready";
stateSequence[6] = "ready";

};

I am makeing This Akimbo

12
Modification Help / Notepad font
« on: June 08, 2010, 10:19:00 AM »
I want to know what the deafult notepad font is cause mine got changed.

Also I didnt know if this was the right section but I put it here cause it relates to codeing.

Thanks amade. Locked

13
Off Topic / Drama topics
« on: June 01, 2010, 10:34:53 PM »
Whats with it? People seem to be makeing more drama topis now than ever, I think people are starting to drama for the heck of it.

Descuss.

14
Help / fxDTSBrick::onRemove Error
« on: May 31, 2010, 01:57:19 PM »
When i press "0" on num pad to delete my ghost brick i get an error.

"fxDTSBrick::onRemove - still in renderNode!"

What does this mean? And how do i fix?

15
Modification Help / Scoping, and Emiter on weapon
« on: May 24, 2010, 09:19:52 PM »
I want to know how to make a scope, i need to know the bit of code and the joints I need (if i need them)
I want to know how to make an emiter stay on a weapon, for my torch, I would like to know the joints I need and the code i need.

Thank you,
~Stupidsignature

Edit: All glory to the hypnotoad!

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