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General Discussion / How much hours played do you have in Blockland?
« on: February 17, 2017, 10:54:20 AM »
/title
I got 7230 hours played
I got 7230 hours played
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//-------------------------- 1/7/2017 -- 19:40:14 -----
Processor Init:
Intel Core, ~2.60 Ghz
(timed at roughly 2.59 Ghz)
FPU detected
MMX detected
SSE detected
Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions
Input Init:
DirectInput enabled.
Blockland v21 build 1986
Module Directory: C:/Users/PIOTRLAPTOP/Documents/Blockland
Profile Path: C:/Users/PIOTRLAPTOP/Documents/Blockland
Total Ram: 16267 MB
OS: (build 9200), 64-bit
--------- Parsing Arguments ---------
argc = 2
Parsing command line arguments:
setModPaths: invalid mod path directory name: 'config'
--------- Loading Common ---------
setModPaths: invalid mod path directory name: 'config'
Loading compiled script base/main.cs.
Loading compiled script base/client/defaults.cs.
Loading compiled script base/server/defaults.cs.
Loading compiled script base/server/defaultAddOnList.cs.
Loading compiled script base/server/defaultMusicList.cs.
--------- Loading MODS ---------
--------- Initializing Base ---------
Loading compiled script base/client/init.cs.
Loading compiled script base/server/init.cs.
Loading compiled script base/client/canvas.cs.
Loading compiled script base/client/audio.cs.
--------- Initializing Base: Server ---------------------
Initializing steamAPI...
SteamAPI initialization failed.
Loading compiled script base/server/mainServer.cs.
Loading compiled script base/server/scripts/game.cs.
--------- Initializing Base: Client ---------------------
Loading compiled script base/client/message.cs.
Loading compiled script base/client/mission.cs.
Loading compiled script base/client/missionDownload.cs.
Loading compiled script base/client/actionMap.cs.
Video Init:
Accelerated OpenGL display device detected.
Activating the OpenGL display device...
Activating the OpenGL display device... (NEW)
OpenGLDevice::setScreenMode 800 600 32 60 0
safeModeOn = 1
fixedFrame size = 3
caption size = 23
maxWindowWidth = 1273
maxWindowHeight = 690
Setting screen mode to 800x600x32@60hz (w)...
winState.hGLRC does not exist
winState.appDC does not exist
winState.appWindow does not exist
Creating a new window...
moving window
Window reactivating...
Acquiring a new device context...
quick reminder this is a key version of blockland
mmmm nice ass can i forget it?
datablock DebrisData(popcornsmallDebris)
{
shapeFile = "./POPCORNSMALL.dts";
lifetime = 2.0;
minSpinSpeed = -500.0;
maxSpinSpeed = 400.0;
elasticity = 0.5;
friction = 0.05;
numBounces = 5;
staticOnMaxBounce = false;
snapOnMaxBounce = false;
fade = true;
gravModifier = 2;
};
datablock ExplosionData(popcornsmallExplosion)
{
debris = popcornsmallDebris;
debrisNum = 6;
debrisNumVariance = 0;
debrisPhiMin = 0;
debrisPhiMax = 360;
debrisThetaMin = 0;
debrisThetaMax = 180;
debrisVelocity = 10;
debrisVelocityVariance = 10;
lifeTimeMS = 250;
//particleEmitter = RagingBullExplosionChunkEmitter;
//particleDensity = 5;
//particleRadius = 0.2;
//emitter[0] = RagingBullExplosionChunkEmitter;
//emitter[1] = RagingBullExplosionChunkEmitter;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "5.0 6.0 5.0";
camShakeAmp = "2.0 6.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 3.0;
// Dynamic light
lightStartRadius = 10;
lightEndRadius = 1;
lightStartColor = "0.5 0.5 0 1";
lightEndColor = "0.3 0.1 0.0 1";
damageRadius = 0;
radiusDamage = 0;
impulseRadius = 0;
impulseForce = 0;
};
AddDamageType("assaultrifle", '<bitmap:add-ons/Weapon_assault_rifle/CI_assaultriflenew> %1', '%2 <bitmap:add-ons/Weapon_assault_rifle/CI_assaultriflenew> %1',0.2,1);
datablock ProjectileData(shotgun2Projectile)
{
projectileShapeName = "./POPCORN.dts";
directDamage = 999;
directDamageType = $DamageType::Shotgun;
radiusDamageType = $DamageType::Shotgun;
brickExplosionRadius = 0.2;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 15;
brickExplosionMaxVolume = 20; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 30; //max volume of bricks that we can destroy if they aren't connected to the ground
impactImpulse = 1200;
verticalImpulse = 1000;
explosion = popcornsmallExplosion;
muzzleVelocity = 75;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.0;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
};
//////////
// item //
//////////
datablock ItemData(assaultrifleItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./POPCORNAUTO.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "keem automatic";
iconName = "./icon_assaultriflenew";
doColorShift = true;
colorShiftColor = "1 1 1 1.000";
// Dynamic properties defined by the scripts
image = assaultrifleImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(assaultrifleImage)
{
// Basic Item properties
shapeFile = "./POPCORNAUTO.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 = assaultrifleItem;
ammo = " ";
projectile = shotgun2Projectile;
projectileType = Projectile;
casing = gunShellDebris;
shellExitDir = "2.0 -1.3 1.0";
shellExitOffset = "0 0 0";
shellExitVariance = 15.0;
shellVelocity = 7.0;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
doColorShift = true;
colorShiftColor = assaultrifleItem.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] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = activateSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateSequence[1] = "Ready";
stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "smoke";
stateTimeoutValue[2] = 0.000;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEjectShell[2] = true;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = gunshot1Sound;
stateSequence[2] = "Fire";
stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.0;
stateTransitionOnTimeout[3] = "Reload";
stateName[4] = "Reload";
stateAllowImageChange[4] = false;
stateTimeoutValue[4] = 0.000;
stateWaitForTimeout[4] = true;
stateTransitionOnTimeout[4] = "Check";
//stateTransitionOnTriggerUp[4] = "Ready";
stateName[5] = "Check";
stateTransitionOnTriggerUp[5] = "StopFire";
stateTransitionOnTriggerDown[5] = "Ready";
stateName[6] = "StopFire";
stateTransitionOnTimeout[6] = "Ready";
stateTimeoutValue[6] = 0.01;
stateAllowImageChange[6] = false;
stateWaitForTimeout[6] = true;
stateScript[6] = "onStopFire";
};
function assaultrifleImage::onFire(%this,%obj,%slot)
{
if((%obj.lastFireTime+%this.minShotTime) > getSimTime())
return;
%obj.lastFireTime = getSimTime();
%projectile = %this.projectile;
%spread = 0.050;
%shellcount = 1;
for(%shell=0; %shell<%shellcount; %shell++)
{
%vector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%velocity = MatrixMulVector(%mat, %velocity);
%p = new (%this.projectileType)()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
MissionCleanup.add(%p);
}
return %p;
}
%client.player.mountImage(FOStormtrooperBodyImage, 2);
how can i make it so this image it attached to right hand node