Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Aware14

Pages: 1 [2] 3 4 5 6
16
Suggestions & Requests / Item rotation.
« on: May 21, 2010, 06:32:03 PM »
There is item direction, but there isn't a item rotation so you can turn the item on its side.
I personally think it would be really cool to have a gun laying on its side for like a Zombie RP.

Detail:
Item can be turned on side.
Item can be turned on back.


Descuss.

17
Off Topic / School almost over!
« on: May 21, 2010, 08:15:18 AM »
I have 7 days of school left!

Yey, I can't wait to sit at my computer all day and never go out side.

18
Drama / Shrum, Really?
« on: May 16, 2010, 11:07:18 AM »
Pffft! Rykuta's guns are last week's news, sister! That stuff is getting it's botox on GRANDMA ISLAND by now. Ya'll sumbitches should check out MY MOD that was totally and completely made by ME!
(His weapons are rykuta's)
(His weapons are now failed)

But really?
He made a trap link.
He stole addons.
He "Has like a billion girlfriends" And we all know that is a lie.



This person if full of bullstuff.
Im suprised hes not banned for the trap link.

19
Modification Help / Trans in milkshape.
« on: May 16, 2010, 09:38:43 AM »
Ok, im trying to make somthing trans, but when I use it ingame its not trans!
Its trans in milkshape but not in-game.

Please help.

20
Help / Can't connect to server.
« on: April 30, 2010, 11:25:29 PM »
Ok, i try to connect to my friends server but when i join the consol says,
"No response from  IP:(ip number)"
"Warning: HandleSimplePingResponse() - address does not match".

What is wrong?
I've tried getting rid of all my addons and it still dosent work.

Help.


21
Modification Help / Am i missing something?
« on: April 18, 2010, 02:53:44 PM »
Code: [Select]
Loading Add-On: Weapon_10mmPistol (CRC:**********)
Add-Ons/Weapon_10mmPistol/Weapon_10mmPistol.cs Line: 4 - Syntax error.
>>> Some error context, with ## on sides of error halt:
/10mmpistol.cs



//audio

datablock AudioProfile(10m##m##pistolShot1Sound)

{

   filename    = "Add-ons/weapon_gun/GunShot1.wav";

   description = AudioClose3d;

   preload = true;

};

datablock AudioProfile(bulletHitSound)

{

   filename    = "Add-ons/weapon_gun/bulletHit.wav";

   description = AudioClose3d;
>>> Error report complete.

ADD-ON "Weapon_10mmPistol" CONTAINS SYNTAX ERRORS


What is wrong with the "m"?

22
Drama / Moonwalker. Wtf?
« on: April 13, 2010, 07:35:43 PM »
Seriously, ever sence my "Tar-21" addon came out this bitch has been spaming my IRC its starting to piss me off.

He keeps saying "I CAN MODUL BEETER DAN U".
I havent thought mutch of it, but its starting to piss me off.

Moonwalker, when you see this, piss off.

23
Add-Ons / Oblivion Sword (locked)
« on: April 11, 2010, 11:34:40 PM »

24
Add-Ons / Aware14's Requested addons topic
« on: April 11, 2010, 05:15:15 PM »
Arisaka the Japanese rifle

Custom model.
Gun projectile.
Fire Delay.
1 shot kill.
Mounted to back when not held.

(no you dont do damage by hiting with the bayonet)




Enjoy!
________________________________

M9

ENABLE THE GUN!

Custom model.
3 shot kill.
Gun projectile.




Enjoy!
________________________________

10mm Pistol

Custom model.
3 shot kill.
Gun projectile.
Requires gun.



Enjoy!

25
Modification Help / Milkshape Face forget.
« on: April 08, 2010, 08:04:35 AM »
Im modeling a Tar from MW2 but my faces that i have made are all forgeted.

Plz help. :c

26
Add-Ons / Briefcase
« on: April 03, 2010, 10:02:47 AM »
Are you a "Working Man"?

This is a briefcase pack that contains 2 briefcases, Normal and Bomb.

The Normal,
Is a melee weapon like the sword.

The Bomb,
Is like the timebomb and uses the same script but has the same model as the Normal.

Click dah pic:


Credits:
Aware14: models
Maker of timebomb (i dont know who): Timebomb script

Bugs: No first person animations with the Normal Briefcase.

27
Modification Help / Mounting chest
« on: March 30, 2010, 05:54:15 PM »
Were is the part of the script were you choose the body and the "Item" mounts there?
Also how do you make it so the arm is not raised?

28
Modification Help / Weapon Problems.
« on: February 19, 2010, 08:20:13 AM »
Ok so i've been makeing Throwing Knife.
I have custom animations. That dont work because of the script.
And my alternate fire dosent work.

Code:
Code: [Select]
//projectile
AddDamageType("ThrowingKnifeDirect",   '<bitmap:add-ons/Weapon_ThrowingKnife/CI_ThrowingKnife> %1',       '%2 <bitmap:add-ons/Weapon_ThrowingKnife/CI_ThrowingKnife> %1',1,1);
datablock ProjectileData(ThrowingKnifeProjectile)
{
   projectileShapeName = "./ThrowingKnifeProjectile.dts";
   directDamage        = 75;
   directDamageType  = $DamageType::ThrowingKnifeDirect;
   radiusDamageType  = $DamageType::ThrowingKnifeRadius;
   impactImpulse   = 000;
   verticalImpulse   = 000;
   explosion           = ThrowingKnifeExplosion;
   particleEmitter     = ThrowingKnifeTrailEmitter;

   brickExplosionRadius = 0;
   brickExplosionImpact = true; //destroy a brick if we hit it directly?
   brickExplosionForce  = 0;
   brickExplosionMaxVolume = 00;
   brickExplosionMaxVolumeFloating = 00;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 20000;
   fadeDelay           = 19500;
   bounceElasticity    = 0.2;
   bounceFriction      = 0.2;
   isBallistic         = true;
   gravityMod = 0.50;

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

   uiName = "ThrowingKnifeProjectile";
};

//projectile
AddDamageType("ThrowingKnife",   '<bitmap:add-ons/Weapon_ThrowingKnife/CI_ThrowingKnife> %1',    '%2 <bitmap:add-ons/Weapon_ThrowingKnife/CI_ThrowingKnife> %1',0.75,1);
datablock ProjectileData(ThrowingKnifeProjectile2)
{
   directDamage        = 35;
   directDamageType  = $DamageType::ThrowingKnife;
   radiusDamageType  = $DamageType::ThrowingKnife;
   explosion           = ThrowingKnifeExplosion;
   //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";

   uiName = "ThrowingKnifeProjectile2";
};

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

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

//gui stuff
uiName = "Throwing Knife";
iconName = "";
doColorShift = true;
colorShiftColor = "0.400 0.196 0 1.000";

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

//function ThrowingKnife::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(ThrowingKnifeImage)
{
   // Basic Item properties
   shapeFile = "./ThrowingKnife.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 = true;

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

   // Projectile && Ammo.
   item = ThrowingKnifeItem;
   ammo = " ";
   projectile = ThrowingKnifeProjectile;
   projectileType = Projectile;

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

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.400 0.196 0 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] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;

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

stateName[2]                    = "Charge";
stateTransitionOnTimeout[2] = "Hold";
stateTimeoutValue[2]            = 0.7;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2]                  = "onCharge";
stateAllowImageChange[2]        = false;

stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0.3;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;

stateName[4] = "Charge";
stateTransitionOnTriggerUp[4] = "Throw";
stateAllowImageChange[4] = false;

stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.5;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = false;
stateSound[5] = ThrowingKnifeFireSound;
};

function ThrowingKnifeImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(0, Hold);
}

function ThrowingKnifeImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(0, root);
}

function ThrowingKnifeImage::onFire(%this, %obj, %slot)
{
%obj.playthread(0, Throw);
Parent::onFire(%this, %obj, %slot);
}

function ThrowingknifeImage::onMount(%this, %obj, %slot)
{
%obj.hidenode("RHand");
}


function ThrowingknifeImage::onUnMount(%this, %obj, %slot)
{
%obj.unhidenode("RHand");
%obj.playThread(0, root);
}

datablock ShapeBaseImageData(ThrowingKnife2Image)
{
   // Basic Item properties
   shapeFile = "./ThrowingKnife.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 = ThrowingKnifeItem;
   ammo = " ";
   projectile = ThrowingKnifeProjectile2;
   projectileType = Projectile;



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

   doColorShift = false;

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

   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.15;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "attack";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2]                    = "attack";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.14;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateSound[2] = ThrowingKnifeSwingSound;

stateName[3] = "Smoke";
stateTimeoutValue[3]            = 1.0;
stateTransitionOnTimeout[3]     = "Reload";

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

};

function ThrowingKnife2Image2::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(0, attack);
Parent::onFire(%this,%obj,%slot);
}



function ThrowingKnifeImage2::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(0, attack);
Parent::onFire(%this,%obj,%slot);
}

function ThrowingKnifeImage2::onStopFire(%this, %obj, %slot)
{
%obj.playthread(2, root);
}

function ThrowingknifeImage2::onMount(%this, %obj, %slot)
{
%obj.hidenode("RHand");
}


function ThrowingknifeImage2::onUnMount(%this, %obj, %slot)
{
%obj.unhidenode("RHand");
}

package ThrowingKnife
{
function servercmdlight(%client)
{
if(%client.player.getMountedImage(0) $= ThrowingKnifeImage2.getID())
{
 %client.player.mountImage(ThrowingKnifeImage2,0);
}    

else if(%client.player.getMountedImage(0) $= ThrowingKnifeImage2.getID())
{
 %client.player.mountImage(ThrowingKnifeImage2,0);
}
else
{
 Parent::servercmdlight(%client);
}
}
   function Armor::onTrigger(%this, %player, %slot, %val)
{
if(%player.getMountedImage(0) $= ThrowingKnifeImage2.getID() && %slot $= 4 && %val)
{
if(%player.lastNade !$= "" && getSimTime() - %player.lastNade < 3000)
{
return;
}
%projectile = ThrowingKnifeProjectile2;
%vector = %player.getMuzzleVector(0);
%objectVelocity = %player.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%p = new Projectile()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %player.getMuzzlePoint(0);
sourceObject = %player;
sourceSlot = 0;
client = %player.client;
};
%player.lastNade = getSimTime();
serverPlay3D(ThrowingKnifeFireSound,%player.getPosition());
MissionCleanup.add(%p);
return %p;

}
else if(%player.getMountedImage(0) $= ThrowingKnifeImage2.getID() && %slot $= 4 && %val)
{
if(%player.lastNade !$= "" && getSimTime() - %player.lastNade < 3000)
{
return;
}
%projectile = ThrowingKnifeProjectile2;
%vector = %player.getMuzzleVector(0);
%objectVelocity = %player.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%p = new Projectile()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %player.getMuzzlePoint(0);
sourceObject = %player;
sourceSlot = 0;
client = %player.client;
};
%player.lastNade = getSimTime();
serverPlay3D(ThrowingKnifeFireSound,%player.getPosition());
MissionCleanup.add(%p);
return %p;

}
Parent::onTrigger(%this, %player, %slot, %val);
}
};
ActivatePackage(ThrowingKnife);

29
Off Topic / Birth-day :D
« on: February 14, 2010, 07:26:37 AM »
Today is my birth-day. :D

And its on a holiday. :D

30
Modification Help / Alternate Melee Fire
« on: February 13, 2010, 09:57:02 PM »
I've been working on my Throwing Knife, I was going to put an alt fire but I think there is something wrong with the script.

Alt fire part of Script:
Code: [Select]
-snip-

I'm not that good at scripting.
So if someone could make this part of the script work for a melee alt fire. I would be gratefull.

Pages: 1 [2] 3 4 5 6