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.
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.
//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.
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.