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Topics - JD

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151
Off Topic / HELP: My Cat Swallowed A Big String! D=
« on: February 23, 2009, 06:55:55 AM »
Well, I just noticed my cat has a string hanging out of her ass :c
And we didn't realize how long the string was, but my cat started to pull it out on her own.. Is it better to leave it in and let her crap it out or pull it out, I need to know because when we go near her now, she runs away..
Do I take it out or do I leave it in D=

152
Drama / Siblings With Almost Identical Names
« on: February 23, 2009, 06:26:54 AM »
Well, I put this in Drama because it tends to annoy people.
Ever had a server up and then had two brothers, most of the time one stupider than the other, but it appears to be impossible because the smarter one's so stupid that you can't believe he managed to get on a computer?
And then, then you realize their names are one letter/number away, and get confused with each of them whenever the dumber one starts his/her friendry.
It's so hellishly annoying =\

153
Creativity / JD's GIMP Thread
« on: February 22, 2009, 10:09:48 PM »
Note that these are extremely old. I'll do some doodling tomorrow.










New: 5 minute doodle, Hell Planet.

Edit:
Hay guise, choke on this.

154
Creativity / Your Motivational Posters!
« on: February 22, 2009, 09:25:03 PM »
Mine (so far)

Fresh out of the GIMP.

You've probably seen this before >:3

155
Suggestions & Requests / Announcement Function ([Name] obtained [Item])
« on: February 22, 2009, 11:50:12 AM »
I was thinking, after remembering a game I had so long ago.. Jedi Knight, for the Gamecube. If you picked up an item, or lost an item.. You'd have a little announcement thing on the top left. Since the chat is on the top left, I thought it could be on the bottom left, or the top right.. For example,
"JDofPivot obtained Lego Blaster" But, in bright blue.
This would be moderately simple, right?

156
Modification Help / Tutorial: How To Make Glowing Bullets
« on: February 21, 2009, 09:08:39 PM »
Step 1: Make your model.
Step 2: Import a texture, any color.
Step 3: Set the lighting of the texture.
Step 4: Apply it to the part of the model you want it to (select a group)
Step 5: Open "Export to Torque DTS Plus"
Step 6: Set the LOD of each group to -1 (Can be seen from any distance)
Step 7: Select, in the Materials column, the name of the glowing material.
Step 8: Click Edit
Step 9: Check the box that says "Self Illuminating"
Step 10: Profit
If you really need pictures, I'll post some later.
Edit:
Pics.
Step 1: Make your model.

Step 2: Import a texture, any color.

Step 3: Set the lighting of the texture.


Step 4: Apply it to the part of the model you want it to (select a group)

Step 5: Open "Export to Torque DTS Plus"

Step 6: Set the LOD of each group to -1 (Can be seen from any distance)

Step 7: Select, in the Materials column, the name of the glowing material.
Step 8: Click Edit

Step 9: Check the box that says "Self Illuminating"


Step 10: Profit

157
Off Topic / Post Real-Life Pictures Of Your Computer Areas
« on: February 21, 2009, 04:36:02 PM »

[/TooLazyToDostuff]

158
Help / Hao2TalkinConsole: Answer In Topic :3
« on: February 16, 2009, 09:18:06 PM »
Q: HAO DO I TLK WIT CONSOEL?
A: In your server, given you are hosting a server, you will have a console. This is that box with the (as a default) black background and text. To talk with the Console, you need to use the script here:
talk("YOUR WORDS HERE");
And hit Enter.
Tah dah, you can talk with the console without having your Blockland window open (given you have a Dedi.)
If this is in the wrong section, I'm very sorry :\

159
Suggestions & Requests / Eggs (for egging houses and such.)
« on: February 16, 2009, 08:56:20 PM »
iHasmodel.
All I need is someone to script it, the model's name is Egg... Simple as pie.
No texturing needed, eggs are white and non-textured stuff is white.
Q: I am doing this, why?
A: So people can get in on the idea ;)

160
Suggestions & Requests / Laugh Mod (/laugh)
« on: February 16, 2009, 08:13:01 PM »
Simply a cmd where when you type "/laugh" or something like that, it plays a sound. I'll make the Blockhead-sounding lawl sound but I need a .cs :\

161
Modification Help / Making A Beehive Gun, Bullets Don't Play Sound..
« on: February 16, 2009, 08:05:53 PM »
What did I screw up D;
Oh, and just so you know--The hit sound it beeHit.wav
Code: [Select]
//Beehive.cs

//audio
datablock AudioProfile(BeehiveShot1Sound)
{
   filename    = "./BeehiveShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(beeHitSound)
{
   filename    = "./beeHit.wav";
   description = AudioClose3d;
   preload = true;
};


//shell
datablock DebrisData(BeehiveShellDebris)
{
shapeFile = "./Beewing.dts";
lifetime = 2.0;
minSpinSpeed = 300.0;
maxSpinSpeed = 300.0;
elasticity = 3.8;
friction = 0.2;
numBounces = 3;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;

gravModifier = 2;
};


//muzzle flash effects
datablock ParticleData(BeehiveFlashParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 100;
lifetimeVarianceMS   = 15;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.9 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.5";
sizes[0]      = 0.5;
sizes[1]      = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(BeehiveFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "BeehiveFlashParticle";

   uiName = "Beehive Flash";
};

datablock ParticleData(BeehiveSmokeParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/cloud";
spinSpeed = 20.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.5 0.5 0.5 0.9";
colors[1]     = "0.5 0.5 0.5 0.3";
sizes[0]      = 0.15;
sizes[1]      = 0.50;

useInvAlpha = false;
};
datablock ParticleEmitterData(BeehiveSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "BeehiveSmokeParticle";

   uiName = "Beehive Smoke";
};


datablock ParticleData(BeehiveExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = 1;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 700;
lifetimeVarianceMS   = 400;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.9 0.9 0.3";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.75;

useInvAlpha = true;
};
datablock ParticleEmitterData(BeehiveExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "BeehiveExplosionParticle";

   useEmitterColors = true;
   uiName = "Beehive Hit Dust";
};


datablock ParticleData(BeehiveExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 50;
lifetimeVarianceMS   = 35;
textureName          = "base/data/particles/star1";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "1 1 0.0 0.9";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 1;
sizes[1]      = 0;

useInvAlpha = false;
};
datablock ParticleEmitterData(BeehiveExplosionRingEmitter)
{
lifeTimeMS = 50;

   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "BeehiveExplosionRingParticle";

   useEmitterColors = true;
   uiName = "Beehive Hit Flash";
};

datablock ExplosionData(BeehiveExplosion)
{
   //explosionShape = "";
soundProfile = beeHitSound;

   lifeTimeMS = 150;

   particleEmitter = BeehiveExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = BeehiveExplosionRingEmitter;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};


AddDamageType("Beehive",   '<bitmap:add-ons/Weapon_Beehive/CI_Beehive> %1',    '%2 <bitmap:add-ons/Weapon_Beehive/CI_Beehive> %1',0.2,1);
datablock ProjectileData(BeehiveProjectile)
{
   projectileShapeName = "./bee.dts";
   directDamage        = 10;
   directDamageType    = $DamageType::Beehive;
   radiusDamageType    = $DamageType::Beehive;

   brickExplosionRadius = 1;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse      = 400;
   verticalImpulse   = 400;
   explosion           = BeehiveExplosion;
   particleEmitter     = "./beeTrail"; //beeTrailEmitter;

   muzzleVelocity      = 120;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = true;
   lightRadius = 3.0;
   lightColor  = "0.9 0.7 0.5";

   uiName = "Beehive bee";
};

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

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

//gui stuff
uiName = "Beehive Gun";
iconName = "./icon_Beehive";
doColorShift = false;
colorShiftColor = "0.25 0.25 0.25 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(BeehiveImage)
{
   // Basic Item properties
   shapeFile = "./Beehive.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   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 = BowItem;
   ammo = " ";
   projectile = BeehiveProjectile;
   projectileType = Projectile;

casing = BeehiveShellDebris;
shellExitDir        = "1.0 -1.7 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 25.0;
shellVelocity       = 8.0;

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

   doColorShift = false;
   colorShiftColor = BeehiveItem.colorShiftColor;//"0.400 0.196 0 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";
stateTimeoutValue[0]             = 0.15;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

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

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.14;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = BeehiveFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = BeehiveShot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = BeehiveSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.01;
stateTransitionOnTimeout[3]     = "Reload";

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

};

function BeehiveImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}

162
Add-Ons / Alien Gun
« on: February 16, 2009, 04:22:39 PM »
Alien Gun
Not the "alien gun normal" which failed miserably.

Description
After the first time of playing HALO, an Alien race immediately became Halonubs. They decided to model their S-Class gun off of a "Needler." It uses nuclear-charged crystals from the edge of the Milky Way. When fired, the core of the crystals are shelled out and fired, leaving the shell of the crystal cast out of the gun. The gun has the capability of killing a human in 4 shots.
Does Not:
-Overwrite The Default Gun
-Have The Same Images As The Gun
-Kill In One Shot
-Shoot Glowing Crystals
Does:
-Have Flatshading
-Have Original Model
-Not Overwrite Anything
-Have Original Sounds
-Have 100% Original Models

Screenshots

Download
Weapon_AlienGun.zip (Last Updated: Mon Feb 16, 2009 4:19 pm)

Installation
Put Weapon_AlienGun.zip into the Add-Ons folder in your Blockland folder.

Click Here to view this file on the RTB Download Manager

163
Add-Ons / Sludgeball
« on: February 15, 2009, 09:28:55 PM »
Sludgeball
Ghetto snowball. Full of ice, pee, pebbles, and dirty snow. (Farts when you throw it ;P)

Description
Yes. I said it. I made a peeball that farts when you chuck it.
Get over it.

Screenshots

Download
Weapon_Sludgeball.zip (Last Updated: Sun Feb 15, 2009 9:27 pm)

Installation
Put Weapon_Sludgeball.zip into the Add-Ons folder in your Blockland folder.

Click Here to view this file on the RTB Download Manager

164
Add-Ons / Zabimaru
« on: February 14, 2009, 05:52:09 PM »
Zabimaru
A vicious, long, toothed sword. Does 34 damage (3 hit kill)

Description
A violent sword which, in the anime (Bleach) can extend. It's owned by Renji Abarai. I'm not that good at scripting/animating stuff yet, so I don't have it so it does that.. (If that's possible)

Screenshots

Download
Weapon_Zabimaru.zip (Last Updated: Sat Feb 14, 2009 5:48 pm)

Installation
Put Weapon_Zabimaru.zip into the Add-Ons folder in your Blockland folder.

Click Here to view this file on the RTB Download Manager

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