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Topics - Gojira

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46
Suggestions & Requests / Military pilot jumpsuit decal
« on: July 09, 2011, 09:06:22 PM »
I am looking for a good decal for a pilot, and cannot find any. If someone could make one or fine one/give me the link, that'd be great.

47
Modification Help / Vehicle death animation
« on: July 09, 2011, 07:04:36 PM »
Would it be possible to model and script a death animation for a vehicle (as an example, plane gets shot down, tail flies off, plane goes into flatspin, explodes and normal debris spawns)

Also, can I get a fully jointed model of the Stunt Plane?

48
Off Topic / RC-XD in real life!
« on: June 28, 2011, 06:35:44 PM »

49
Games / Should I get Portal, TF2, or Day of Defeat: Source?
« on: June 17, 2011, 08:43:00 PM »
I have ten bucks and can get one of these 3 games.
What2do?
No "10 $1 lewinskys or 1 $10 lewinsky" BS or anything of the sort

50
Games / CS:S and Gmod
« on: May 12, 2011, 09:31:13 PM »
I need CS:S and GMod so I can have something else to do other than blockland. Can someone gift me the package for mac?

51
Off Topic / Osama Bin Laden is Dead
« on: May 01, 2011, 10:37:04 PM »
Osama Bin Laden is dead. He, who took so many lives on 9/11/01, is finally dead. I just saw this on Fox News, no link. He was apparently killed by a US missile strike.

52
Help / I cannot post in any section except help. Help!
« on: March 25, 2011, 10:52:21 AM »
I am a registered Blockland user. My BL_ID is 10885 and my ingame name is Gojira. I cannot post ANYWHERE as all of the topics except help, and that kinda takes the fun out of everything. Could you please register my key, Badspot?

53
Help / Cannot host even single player server.
« on: March 19, 2011, 04:49:53 PM »
Just today I went to host my server when I realized that it crashed every time I tried to load a server. I disabled all but default add-ons except the Cessna and the Ultralight. Any ideas?

54
Off Topic / YOU WILL LAUGH SO HARD YOU WILL EXPLODE
« on: November 27, 2010, 06:39:54 PM »
Powerthirst
inb4whatisthisidon'teven

55
Help / Key is broken
« on: November 24, 2010, 10:44:23 AM »
What the hell? Why is my key not working?
I have key.dat in the folder, and that is not working.

56
Creativity / Lego TARDIS Takeoff and landing
« on: October 24, 2010, 03:43:39 PM »
Hey guys, here's a YouTube video I made

TARDIS takeoff and landing


I made it with iMovie

57
Modification Help / Item emitters don't show up when I fire it.
« on: October 20, 2010, 06:45:50 PM »
Okay, so here's the deal. I am trying to make a sonic screwdriver (for now it uses the printer model until I get a good model) and I am trying to make it glow (using emitters) when it fires.
Here's the script:
Code: [Select]
//audio
datablock AudioProfile(sonicscrewdriverFireSound)
{
   filename    = "./sonicscrewdriver.wav";
   description = AudioClose3d;
   preload = true;
};

//emitters
datablock ParticleData(sonicscrewdriverFireParticle)
{
   dragCoefficient      = 5;
   gravityCoefficient   = -0.0;
   inheritedVelFactor   = 1.0;
   constantAcceleration = 0.0;
   lifetimeMS           = 100;
   lifetimeVarianceMS   = 0;
   textureName          = "base/data/particles/dot";
   spinSpeed           = 0.0;
   spinRandomMin        = 0.0;
   spinRandomMax        = 0.0;
   colors[0]     = "0 0.141 0.333 0.7";
   colors[1]     = "0 0 1.000 0.6";
   colors[2]     = "0.106 0.459 0.769 0.5";

   sizes[0]      = 0.15;
   sizes[1]      = 0.15;
   sizes[2]      = 0.3;

   times[0] = 0.0;
   times[1] = 0.5;
   times[2] = 1.0;

   useInvAlpha = false;
};

datablock ParticleEmitterData(sonicscrewdriverFireEmitter)
{
   ejectionPeriodMS = 10;
   periodVarianceMS = 0;
   ejectionVelocity = 1;
   velocityVariance = 0.5;
   ejectionOffset   = 0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "sonicscrewdriverFireEmitter";

   useEmitterColors = false;

   uiName = "Sonic Screwdriver Fire";
};

datablock ParticleData(sonicscrewdriverParticleA)
{
   dragCoefficient      = 5;
   gravityCoefficient   = -0.0;
   inheritedVelFactor   = 1.0;
   constantAcceleration = 0.0;
   lifetimeMS           = 100;
   lifetimeVarianceMS   = 0;
   textureName          = "base/data/particles/dot";
   spinSpeed           = 0.0;
   spinRandomMin        = 0.0;
   spinRandomMax        = 0.0;
   colors[0]     = "0 0 0 0";
   colors[1]     = "0 0 0 0";
   colors[2]     = "0 0 0 0";

   sizes[0]      = 0.15;
   sizes[1]      = 0.15;
   sizes[2]      = 0.3;

   times[0] = 0.0;
   times[1] = 0.5;
   times[2] = 1.0;

   useInvAlpha = false;
};

datablock ParticleEmitterData(sonicscrewdriverEmitterA)
{
   ejectionPeriodMS = 10;
   periodVarianceMS = 0;
   ejectionVelocity = 1;
   velocityVariance = 0.5;
   ejectionOffset   = 0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "sonicscrewdriverParticleA";

   useEmitterColors = false;

   uiName = "Sonic Screwdriver Hit";
};

datablock ParticleData(sonicscrewdriverParticleB)
{
   dragCoefficient      = 0;
   gravityCoefficient   = -0.0;
   inheritedVelFactor   = 1.0;
   constantAcceleration = 0;
   lifetimeMS           = 30;
   lifetimeVarianceMS   = 0;
   textureName          = "base/data/particles/dot";
   spinSpeed           = 0.0;
   spinRandomMin        = 0.0;
   spinRandomMax        = 0.0;
   colors[0]     = "0 0 0 0";
   colors[1]     = "0 0 0 0";
   colors[2]     = "0 0 0 0";

   sizes[0]      = 0.1;
   sizes[1]      = 0.1;
   sizes[2]      = 0.1;

   times[0] = 0.0;
   times[1] = 0.3;
   times[2] = 1.0;

   useInvAlpha = false;
};

datablock ParticleEmitterData(sonicscrewdriverEmitterB)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 50;
   velocityVariance = 0.0;
   ejectionOffset   = 0;
   thetaMin         = 0;
   thetaMax         = 0;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "sonicscrewdriverParticleB";

   useEmitterColors = false;

   uiName = "Sonic Screwdriver Trace";
};

datablock ProjectileData(sonicscrewdriverProjectileA)
{
   projectileShapeName = "base/data/shapes/empty.dts";
   directDamage        = 0;
   directDamageType    = $DamageType::Generic;
   radiusDamageType    = $DamageType::Generic;
  
   particleEmitter = sonicscrewdriverEmitterA;
  
   soundProfile = radioWaveTravelSound;

   brickExplosionRadius = 0;
   brickExplosionImpact = 0;             //destroy a brick if we hit it directly?
   brickExplosionForce  = 0;            
   brickExplosionMaxVolume = 0;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 0;  //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)

   collideWithPlayers = true;

   muzzleVelocity      = 1;
   velInheritFactor    = 1.0;

   armingDelay         = 4000;
   lifetime            = 4000;
   fadeDelay           = 4000;
   bounceElasticity    = 0;
   bounceFriction      = 0.00;
   isBallistic         = true;
   gravityMod          = 0.0;

   hasLight    = false;
   lightRadius = 1;
   lightColor = "0 0 0";
  
   uiName = "";
};

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

// Basic Item Properties
shapeFile = "base/data/shapes/printGun.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Sonic Screwdriver";
iconName = "base/client/ui/itemIcons/printer";
doColorShift = true;
colorShiftColor = "0.5 0.5 0.5 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(sonicscrewdriverImage)
{
   // Basic Item properties
   shapeFile = "base/data/shapes/printGun.dts";
   emap = true;

   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = 0;
   rotation = "1 0 0 0";
   correctMuzzleVector = true;
   className = "WeaponImage";

   // Projectile && Ammo.
   item = sonicscrewdriverItem;
   ammo = " ";
   projectile = sonicscrewdriverProjectileA;
   projectileType = Projectile;

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

   doRetraction = false;
  
   raycastWeaponRange = 3000;
   raycastWeaponTargets =
                   $TypeMasks::PlayerObjectType |    //AI/Players
                   $TypeMasks::StaticObjectType |    //Static Shapes
                   $TypeMasks::TerrainObjectType |    //Terrain
                   $TypeMasks::VehicleObjectType |    //Terrain
                   $TypeMasks::FXBrickObjectType;    //Bricks
   raycastExplosionProjectile = LaserPointProjectileA;
   raycastExplosionBrickSound = "";
   raycastExplosionPlayerSound = "";
   raycastDirectDamage = 0;
   raycastDirectDamageType = $DamageType::MilitaryRifle;

   doColorShift = true;
   colorShiftColor = sonicscrewdriverItem.colorShiftColor;//"0.500 0.500 0.500 1.000";

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

   // Initial start up state
stateName[0]                     = "Activate";
stateTransitionOnTriggerDown[0]  = "Fire";
stateAllowImageChange[0]   = true;
stateSound[0]   = sprayActivateSound;
stateTransitionOnTimeout[0]   = "Ready";
stateTimeoutValue[0]   = 0.3;

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

//stateName[2] = "PreFire";
//stateSound[2] = "";
//stateTimeoutValue[2] = 0.01;
//stateTransitionOnTimeout[2] = "Fire";

stateName[2]                     = "Fire";
stateTransitionOnTriggerUp[2]   = "StopFire";
stateTransitionOnTimeout[2]   = "Fire";
stateTimeoutValue[2]   = 0.01;
stateWaitForTimeout[2]   = true;
stateFire[2]   = true;
stateAllowImageChange[2]   = true;
stateSound[2]   = sonicscrewdriverFireSound;
stateScript[2]   = "onFire";
stateEmitter[2]   = sonicscrewdriverFireEmitter;
stateEmitterTime[2]   = 0.07;
stateSequence[2]   = "fire";

stateName[3]   = "StopFire";
stateTransitionOnTimeout[3]   = "Ready";
stateWaitForTimeout[3]   = true;
stateAllowImageChange[3]   = true;
stateSequence[3]   = "stopfire";
};

function sonicscrewdriverImage::onHitObject(%this,%obj,%slot,%col,%pos,%normal,%shotVec,%crit)
{
   if(!isObject(%col))
      return;
  
   %colType = %col.getType(); //%col changes to CorpseObjectType if you kill a player
  
   if(!isObject(CritProjectile))
      %crit = 0;
  
   if(%this.raycastDirectDamage > 0 && %colType & ($TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType))
   {
      if(isObject(%col.spawnBrick) && %col.spawnBrick.getGroup().client == %obj.client)
         %dmg = 1;
      if(miniGameCanDamage(%obj,%col) == 1 || %dmg)
         %this.onRaycastDamage(%obj,%slot,%col,%pos,%normal,%shotVec,%crit);
   }
  
   if(%colType & $TypeMasks::fxBrickObjectType && getSimTime() - %col.lastLaserActivateTime > 200)
   {
     %col.lastLaserActivateTime = getSimTime();
     $InputTarget_["Self"]   = %col;
     $InputTarget_["Player"] = %obj;
     $InputTarget_["Client"] = %obj.client;
     if($Server::LAN)
     {
        $InputTarget_["MiniGame"] = getMiniGameFromObject(%obj.client);
     }
     else
     {
        $InputTarget_["MiniGame"] = getMiniGameFromObject(%col);
     }
     %col.processInputEvent("onActivate", %obj.client);
   }
  
   if(isObject(%this.raycastExplosionProjectile))
   {
      %scaleFactor = getWord(%obj.getScale(), 2);
      %p = new Projectile()
      {
         dataBlock = %this.raycastExplosionProjectile;
         initialPosition = vectorAdd(%pos,vectorScale(%normal,0.05));
         initialVelocity = "0 0 0";
         sourceObject = %obj;
         client = %obj.client;
         sourceSlot = 0;
         originPoint = %pos;
      };
      MissionCleanup.add(%p);
      %p.setScale(%scaleFactor SPC %scaleFactor SPC %scaleFactor);
      //%p.explode();
   }
  
   if(isObject(%this.raycastExplosionSound))
      serverplay3d(%this.raycastExplosionSound,%pos);
  
   if(isObject(%this.raycastExplosionCritSound) && %crit)
      serverplay3d(%this.raycastExplosionCritSound,%pos);
  
   %colPlayer = (%colType & $TypeMasks::PlayerObjectType);
  
   if(%colPlayer && isObject(%this.raycastExplosionPlayerSound))
      serverplay3d(%this.raycastExplosionPlayerSound,%pos);
   else if(!%colPlayer && isObject(%this.raycastExplosionBrickSound))
      serverplay3d(%this.raycastExplosionBrickSound,%pos);
}
Help would be greatly appreciated.

58
General Discussion / Bored, nothing to do.
« on: September 28, 2010, 07:35:20 PM »
Does anyone know any good servers that are up right now? I am loving bored as loving forget.

Page 1 get  :cookieMonster:

59
Suggestions & Requests / The Daleks
« on: September 04, 2010, 11:12:28 AM »
Quote
EX-TER-MIN-ATE!
The Daleks are a classic enemy of the Doctor, and they look like giant pepper shakers with orbs and a laser on the front.

60
Forum Games / What happens to Mario?
« on: June 30, 2010, 06:18:06 PM »
Simple. All you do is say what happens to Mario/Luigi.

I'll start: He ends up in World 1-1

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