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Topics - _OXBADCODE#

Pages: 1 2 [3] 4 5 6 7 8
31
Off Topic / are traps gay
« on: November 01, 2017, 05:44:27 PM »

32
Modification Help / is anyone willing to model me doom weapons
« on: September 18, 2017, 10:06:13 AM »
Hello people, I am working on a doom weapon pack that I actually plan on releasing once it's finished.
However I need your help to make it a reality, because I don't have the right models for it.
I need a model of the chaingun, plasma rifle, super shotgun, rocket launcher and a BFG all in a somewhat blocky style.
I have already "finished" the regular pump action shotgun (here is a quick demo https://www.youtube.com/watch?v=3A5dL85ER_g&feature=youtu.be )
I'll try my best to post dev stuff here when I finish animating your model.
So yeah, thats all folks.

33
Gallery / BLOOM
« on: September 17, 2017, 12:05:48 PM »

34
Add-Ons / hydra lmg -- the successor to hong kong 97
« on: September 10, 2017, 06:08:50 PM »
this page is using _KIDAALEXFORMAT#™ formatting which is legally published and licensed by nintendo
HYDRA LMG
"hold down the trigger to fire"

manufactured by happy soft during the vietnam war, is now a rusty piece of stuff that has been sitting in a vietnamese warehouse for too long
has been sold to me as a sequel to hong kong 97 at my local grocery store, it's a really cool game man

stats:
is god awful terrible
I used my dad's brand new nokia 1100 to take the picture
ripped off page formating from kidalex's topic
has stuff fire rate at first but it ramps up with every shot
stolen model
my dog has died when I made this  :C rip gumpy
uses queebabolttm bottomless clip technology which I didn't take without permission or anything


35
Modification Help / change a player's node color when they get shot
« on: August 13, 2017, 10:58:01 AM »
/title
Code: [Select]
package ProjectileDismemberment
{
   function ProjectileData::damage(%this, %obj, %col, %fade, %pos, %normal)
   {
   parent::damage(%this, %obj, %col, %fade, %pos, %normal);
      if(%col.gettype() & $TypeMasks::PlayerObjectType && fileName(%col.dataBlock.shapeFile) $= "m.dts")
   {
      %fvec = %col.getForwardVector();
      %vec1 = -getWord(%fvec,1) SPC getWord(%fvec,0) SPC 0;
      %vec2 = vectorNormalize(%obj.initialVelocity);
     
      %damloc = (vectorDot(%vec1,%vec2) > 0);
     
      %scale = getWord(%col.getScale(),2);
      if(getword(%pos, 2) > getword(%col.getWorldBoxCenter(), 2) - 3.3*%scale)
      {
         %client.player.setNodeColor(headskin, "0.6, 0, 0 1");
         %col.kill();
         if(!%col.disHead)
            {
            %col.dishead = 1;
         %proj = new Projectile()
            {
               scale = %col.getScale();
here is a little snip from the code, i have used
Code: [Select]
%client.player.setNodeColor(headskin, "0.6, 0, 0 1"); but it doesn't want to work, help?

37
Modification Help / force a diffrent playertype using code
« on: August 11, 2017, 03:52:44 PM »
so uh yeah I need some help with making a player be forced to change into a diffrent playertype kinda like this
Code: [Select]
%client.player.setNodeColor(lhand, "0.6, 0, 0 1");except it's like client player setplayertype or idk

38
Gallery / noodle
« on: July 30, 2017, 12:01:22 PM »
aaa

39
Gallery / workin on a new weapon pack
« on: July 14, 2017, 01:27:41 AM »

40
Modification Help / code help
« on: June 20, 2017, 08:39:02 AM »
i have a problem with the gun not shooting at all also probably the entire states are all forgeted
if anyone could help me make the weapon shoot like a old rusty machine gun (the fire rate is very slow at start, but hold down trigger and it starts firing faster and faster untill it reaches a certain speed)
here is code https://pastebin.com/DVe2gwhN

41
Modification Help / function script not working properly
« on: April 01, 2017, 11:37:04 AM »
i am having problems with getting two functions to function ;^)
the broken ones are function RaygunImage::onBatteryLoadA(%db,%pl,%slot) and function RaygunImage::onBatteryLoadB(%db,%pl,%slot)
can somebody please help me
Code: [Select]
stateName[0] = "Ready";
stateSequence[0] = "root";
stateTimeoutValue[0] = 0.3;
stateTransitionOnTimeout[0] = "Idle";

stateName[1] = "Idle";
stateTransitionOnNotLoaded[1] = "UnloadA";
stateTransitionOnTriggerDown[1] = "Trigger";

stateName[2] = "Trigger";
stateScript[2] = "onTrigger";
stateTimeoutValue[2] = 0.02;
stateSequence[2] = "trig";
stateTransitionOnTimeout[2] = "FireCheckA";

stateName[3] = "FireCheckA";
stateScript[3] = "onFireCheck";
stateTimeoutValue[3] = 0.01;
stateTransitionOnTimeout[3] = "FireCheckB";

stateName[4] = "FireCheckB";
stateTransitionOnAmmo[4] = "Fire";
stateTransitionOnNoAmmo[4] = "DryFire";

stateName[5] = "Fire";
stateScript[5] = "onFire";
stateEmitterTime[5] = 0.1;
stateEmitter[5] = RaygunFlashEmitter;
stateFire[5] = true;
stateSequence[5] = "fire";
stateEmitterNode[5] = "muzzlePoint";
stateTransitionOnTimeout[5]     = "Release";
stateTimeoutValue[5]            = 0.12;

stateName[6] = "Release";
stateScript[6] = "onRelease";
stateTransitionOnTriggerUp[6] = "Wait";

stateName[7] = "Wait";
stateTimeoutValue[7] = 0.07;
stateTransitionOnTimeout[7] = "Idle";

stateName[8] = "UnloadA";
stateSequence[8] = "unload";
stateTimeoutValue[8] = 0.45;
stateScript[8] = "onUnload";
stateTransitionOnTimeout[8] = "UnloadB";

stateName[9] = "UnloadB";
stateTimeoutValue[9] = 0.6;
stateEjectShell[9] = true;
stateTransitionOnTimeout[9] = "BatteryLoadA";

stateName[10] = "BatteryLoadA";
stateTimeoutValue[10] = 0.61;
stateTransitionOnTimeout[10] = "BatteryLoadB";

stateName[11] = "BatteryLoadB";
stateTimeoutValue[11] = 0.54;
stateTransitionOnTimeout[11] = "ReloadA";

stateName[12] = "ReloadA";
stateSequence[12] = "reload";
stateTimeoutValue[12] = 0.01;
stateScript[12] = "onReloadA";
stateTransitionOnTimeout[12] = "ReloadB";

stateName[13] = "ReloadB";
stateTimeoutValue[13] = 0.9;
stateTransitionOnTimeout[13] = "ReloadC";

stateName[14] = "ReloadC";
stateScript[14] = "onReloadB";
stateTimeoutValue[14] = 0.01;
stateTransitionOnTimeout[14] = "Idle";

stateName[15] = "DryFire";
stateSequence[15] = "dryfire";
stateScript[15] = "onDryFire";
stateTransitionOnTimeout[15]     = "Release";
stateTimeoutValue[15]            = 0.12;
};
function RaygunImage::onFire(%db,%pl,%slot)
{
if(%pl.getDamagePercent() >= 1)
return;
    %pl.playThread(2, shiftRight);
    %pl.playThread(3, shiftLeft);
serverPlay3D(RaygunFire @ getRandom(1,3) @ Sound,%pl.getPosition());

%pl.sAmmo_heat[%db] = mClamp(%pl.sAmmo_heat[%db]+1,0,%db.item.sHeat);
sAmmo_fire(%db,%pl,%slot,0.005+((%pl.sAmmo_heat[%db]/%db.item.sHeat)*0.035),180,1);
cancel(%pl.sAmmoCooldownHeatSched[%db]);
%pl.sAmmoCooldownHeatSched[%db] = %pl.schedule(200,sAmmo_heatCooldown,%db,%slot);

%val = sAmmo_dec(%db,%pl,%slot);
if(!sAmmo_check(%db,%pl,%slot))
serverPlay3D(mac10LastRoundSound,%pl.getPosition());

if(getSimTime()-%pl.lastShellSound > 400 || getRandom(0,1) == 0)
{
%pl.lastShellSound = getSimTime();
schedule(getRandom(200,300),0,serverPlay3D,small_ignorethis @ getRandom(1,5) @ Sound,%pl.getPosition());
}
if(%val == 0)
%pl.setImageAmmo(%slot,0);
}
function RaygunImage::onFireCheck(%db,%pl,%slot)
{
%pl.setImageAmmo(%slot,sAmmo_check(%db,%pl,%slot));
}
function RaygunImage::onBatteryLoadA(%db,%pl,%slot)
{
    %pl.playThread(2, shiftRight);
    %pl.playThread(3, shiftLeft);
schedule(20,0,serverPlay3D,RaygunPutASound,%pl.getPosition());
}

function RaygunImage::onBatteryLoadB(%db,%pl,%slot)
{
    %pl.playThread(2, shiftRight);
    %pl.playThread(3, shiftLeft);
schedule(20,0,serverPlay3D,RaygunPutBSound,%pl.getPosition());
}

function RaygunImage::onUnload(%db,%pl,%slot)
{
sAmmo_display(%pl,0);
%up = %pl.getUpVectorHack();
%forward = %pl.getEyeVectorHack();
%p.explode();
    %pl.playThread(2,plant);
serverPlay3D(RaygunUnloadSound,%pl.getPosition());
}
function RaygunImage::onReloadA(%db,%pl,%slot)
{
%pl.playThread(2, shiftAway);
schedule(20,0,serverPlay3D,RaygunLoadSound,%pl.getPosition());
}
function RaygunImage::onReloadB(%db,%pl,%slot)
{
//%pl.playThread(2,shiftLeft);
%pl.setImageLoaded(%slot,1);
sAmmo_reload(%db,%pl,%slot);
}

42
Add-Ons / [SWep Mod] Semi-Auto Shotgun (AA12)
« on: March 25, 2017, 11:38:42 AM »
SWep - Semi-Auto Shotgun(AA12)
Version 1.0

The ultimate room clearing shotgun! With this weapon, you're the entire breaching team.
Unlike the Silenced Pistol™, this gun is a one loud mother forgeter. If silent approaches are not your thing, the AA12 is perfect for you!
Lots of bullet trails.
8 shot magazine, deals the same ammount of damage as the Combat Shotgun™, medium fire rate
Buckshot Rounds


model made by nekram
edited by aebaadcode
weapon base by swollow


/!\ Required Add-On! /!\
Weapon_SWeps is required for this add-on to work

Download

43
Add-Ons / nothing to see here
« on: March 25, 2017, 11:36:21 AM »
nothing to see here
i forgeted up really hard with this topic making another one

44
Gallery / what have i done
« on: March 18, 2017, 03:02:54 PM »

inb4weaponpack

45
General Discussion / blockheads and airsoft guns
« on: February 25, 2017, 08:01:08 AM »


yeah rip

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