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Topics - _OXBADCODE#

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76
Gallery / It's really coming... - Ace of Spades Classic weapons.
« on: March 08, 2016, 08:55:54 AM »
Can't stop me people, cause i'm doing something that nobody even though of doing.
Importing a voxel model into blockland... yeah?
Picssss:

77
Gallery / PF Blockland Weapon Pack
« on: January 10, 2016, 07:43:22 AM »
This is a little showdown of my upcoming PF weapon pack.
Its going to have weapons that should look like this.

https://www.youtube.com/watch?v=5l3fHklMFH8&feature=gp-n-y&google_comment_id=z131xnyynxytvnd0r22zzzpwkr2shzykg

78
Modification Help / Is it possible to make a random animation script?
« on: January 08, 2016, 08:54:27 PM »
For example,i made 10 diffrent animations for the same gun.
And i want all of them to play in a random order evertime the gun reloads.
Sometimes it will be a MLG style magazine thorwing reload,sometimes normal reload.
You get the point.
Visolator told me its not possible to make it but i decided to ask the forums anyways.
 :P

79
Suggestions & Requests / Advanced Keycards
« on: January 07, 2016, 02:57:59 PM »
OnKeyCardBlueActive Self setColor Blue

Somebody make this please.

80
Drama / Starkya FR and his badmins
« on: January 06, 2016, 01:14:39 PM »
So i just joined Starkya FR Minecraft Beta server,and i can tell you.
Its a stuff server.
The server itself isn't the thing here though,him and his starfishs friends are.
The admins were fauckon and Luffeedo.
Both of them can go to hell.
You see,for some reason the admin disabled the chat on the server.
When you try to talk you see this
Moving on,i was getting freekilled by him and his badmins friends OVER and OVER again.
He said that

But he has gone on a genocide giant rampage on everybody,he was killing me and the others not even giving us a chance to walk around.
But when i finnaly striked,he freaked out and started bitching about it...


Proof 


I don't understand what is this guy logic,he knows that he turned off the chat.
But he still acts like we can reply to him.

81
Help / Blockland Mouse problem
« on: January 04, 2016, 08:45:34 PM »
When i join a server on my laptop,and i use my new mouse with flashing lights,keybinds and crap.
When i try to turn around,its normal.
But when i stop moving my mouse,sometimes the mouse keeps going.
Now the interesting part is that this only happens on blockland.
Everything works great of cod,gmod and other FPS/survival games i own.
Help?

82
Suggestions & Requests / Build a Hideout and Kill people.
« on: January 01, 2016, 06:51:26 PM »
/title
I'm working on a gamemode that seems like a good idea,but sadly i don't have much experience in coding.
I need to make a weapon GUI where you can buy weapons for points.
If anybody needs me to explain then listen,you choose a baseplate to build.
Then you (well duh) build a base/hideout.
If you see anybody,you are free to kill anything you want. Killing people gives you points,you can use the points to buy better guns.
But of course spawn killing isn't allowed.
Thats it.

The point of this topic is that i need a coder that can code me a Weapon Shop Gui.

83
Add-Ons / [Guns] Honey Badger and Zubeknakov
« on: December 28, 2015, 11:26:27 AM »
HELLO GUYS THIS IS MY MOD HAPPY TIMES FUN GAME PLEASE HELP ME LORD TONY HAS ME ON GUN POINT
DONT WORRY EVERYBODY THE ARM LENGHT IS GOING PERFECT NOW PLEASE DONT KILL ME

Pictures:



Zubeknakov Pictues incoming

IMPORTANT AS forget
SuperMario65 MODEL
Me ANIMATIONS AND... uh
CODE by the authors of the L4D2 pack



http://www.mediafire.com/download/2l78zpkaho0db17/Weapon_HoneyBadger.zip



https://www.dropbox.com/s/phel7b27ucjue9q/Weapon_Zubeknakov.zip?dl=0


84
Modification Help / Headshot = Instakill
« on: December 16, 2015, 11:59:02 AM »
I need help with my code for the gore mod i'm working on lately.

I want to make headshots instakill for both player/bot.

Here is the pastebin code: http://pastebin.com/jX14myxq

85
Suggestions & Requests / dismemberment mod
« on: December 15, 2015, 10:47:52 AM »
What i'm talking about here is the thing old RTB chainsaw did when you "used" it on a bot.
But could there be a mod where you shoot the player leg for example,the first time you shoot it its red.
But the second time you shoot it explodes/breaks/falls off.
If you still dont get where i'm going then ill show you pictures.

86
Modification Help / Corrupted Model,please help.
« on: December 04, 2015, 01:15:38 PM »
I decided to import a very high poly model into blockland,it worked.
sorta
This is what happened:

So i though it was a texture glitch,i deleted all textures but NOOOOOOO!!!!
It can't be that easy. >:)
Does anybody know how the hell can i fix this?
PM me and ill give you the model.

87
Modification Help / Looking for a high/medium poly modeler.
« on: November 30, 2015, 08:48:23 AM »
I need somebody to model my battlefield weapon pack,could anybody help please?

88
Modification Help / I have a problem with a model.
« on: November 06, 2015, 06:32:08 PM »
Its just a reskin of the FNSCAR
Code: [Select]
datablock AudioProfile(FNSCAR1Sound)
{
   filename    = "./FNSCAR_Fire.wav";
   description = AudioClose3d;
   preload = true;
};

datablock AudioProfile(FNSCARClipInSound)
{
   filename    = "./FNSCAR_ClipIn.wav";
   description = AudioClose3d;
   preload = true;
};

datablock AudioProfile(FNSCARClipOutSound)
{
   filename    = "./FNSCAR_ClipOut.wav";
   description = AudioClose3d;
   preload = true;
};

datablock AudioProfile(FNSCARUseSound)
{
   filename    = "./FNSCAR_Equip.wav";
   description = AudioClose3d;
   preload = true;
};

datablock ParticleData(MuzzleFlashParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 25;
lifetimeVarianceMS   = 15;
textureName          = "./tmuzzle";
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 0.0";
sizes[0]      = 0.5;
sizes[1]      = 1.0;

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

   uiName = "Muzzle Flash";
};

AddDamageType("FNSCAR",   '<bitmap:add-ons/Weapon_FNSCAR/CI_SCAR> %1',    '%2 <bitmap:add-ons/Weapon_FNSCAR/CI_SCAR> %1',0.2,1);
datablock ProjectileData(FNSCARProjectile)
{
   projectileShapeName = "add-ons/Weapon_Gun/bullet.dts";
   directDamage        = 45;
   directDamageType    = $DamageType::FNSCAR;
   radiusDamageType    = $DamageType::FNSCAR;

   brickExplosionRadius = 0;
   brickExplosionImpact = false;          //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      = 0;
   verticalImpulse   = 0;
   explosion           = gunExplosion;

   muzzleVelocity      = 200;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = true;
   gravityMod = 0;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";

   uiName = "Combat Rifle Bullet";
};

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

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

//gui stuff
uiName = "FN-Scar";
iconName = "./UI_SCAR";
doColorShift = true;
colorShiftColor = "0.5 0.5 0.5 1.000";

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

maxAmmo = 50;
canReload = 1;
};

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

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.

  eyeOffset = "0.3 1.1 -0.8";

   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 = FNSCARItem;
   ammo = " ";
   projectile = FNSCARProjectile;
   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 = FNSCARItem.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]              = 0.73;
stateTransitionOnTimeout[0]        = "LoadCheckA";
stateSound[0] = FNSCARUseSound;
stateSequence[0] = "use";

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

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]      = "Fire2";
stateTimeoutValue[2]            = 0.06;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateEjectShell[2]          = true;
stateEmitter[2] = MuzzleFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateWaitForTimeout[2] = true;
stateSound[2] = FNSCAR1Sound;

stateName[3]                    = "Fire2";
stateTransitionOnTimeout[3]      = "Fire3";
stateTimeoutValue[3]            = 0.06;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateEjectShell[3]          = true;
stateEmitter[3] = MuzzleFlashEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateWaitForTimeout[3] = true;
stateSound[3] = FNSCAR1Sound;

stateName[4]                    = "Fire3";
stateTransitionOnTimeout[4]      = "Fire4";
stateTimeoutValue[4]            = 0.06;
stateFire[4]                    = true;
stateAllowImageChange[4]        = false;
stateSequence[4]                = "Fire";
stateScript[4]                  = "onFire";
stateEjectShell[4]          = true;
stateEmitter[4] = MuzzleFlashEmitter;
stateEmitterTime[4] = 0.05;
stateEmitterNode[4] = "muzzleNode";
stateWaitForTimeout[4] = true;
stateSound[4] = FNSCAR1Sound;

stateName[5]                    = "Fire4";
stateTransitionOnTimeout[5]      = "Fire5";
stateTimeoutValue[5]            = 0.06;
stateFire[5]                    = true;
stateAllowImageChange[5]        = false;
stateSequence[5]                = "Fire";
stateScript[5]                  = "onFire";
stateEjectShell[5]          = true;
stateEmitter[5] = MuzzleFlashEmitter;
stateEmitterTime[5] = 0.05;
stateEmitterNode[5] = "muzzleNode";
stateWaitForTimeout[5] = true;
stateSound[5] = FNSCAR1Sound;

stateName[6]                    = "Fire5";
stateTransitionOnTimeout[6]      = "Delay";
stateTimeoutValue[6]            = 0.06;
stateFire[6]                    = true;
stateAllowImageChange[6]        = false;
stateSequence[6]                = "Fire";
stateScript[6]                  = "onFire";
stateEjectShell[6]          = true;
stateEmitter[6] = MuzzleFlashEmitter;
stateEmitterTime[6] = 0.05;
stateEmitterNode[6] = "muzzleNode";
stateWaitForTimeout[6] = true;
stateSound[6] = FNSCAR1Sound;

stateName[7] = "Delay";
stateTransitionOnTimeout[7]      = "FireLoadCheckA";
stateTimeoutValue[7]            = 0.08;
stateEmitter[7] = MuzzleFlashEmitter;
stateEmitterTime[7] = 0.07;
stateEmitterNode[7] = "muzzleNode";

stateName[8] = "LoadCheckA";
stateScript[8] = "onLoadCheck";
stateTimeoutValue[8] = 0.01;
stateTransitionOnTimeout[8] = "LoadCheckB";

stateName[9] = "LoadCheckB";
stateTransitionOnAmmo[9] = "Ready";
stateTransitionOnNoAmmo[9] = "Reload";

stateName[10] = "Reload";
stateTimeoutValue[10] = 0.96;
stateScript[10] = "onReloadStart";
stateTransitionOnTimeout[10] = "Wait";
stateWaitForTimeout[10] = true;
stateSequence[10] = "reload1";
stateSound[10] = FNSCARClipOutSound;

stateName[11] = "Wait";
stateTimeoutValue[11] = 1.31;
stateSound[11] = FNSCARClipInSound;
stateScript[11] = "onReloadWait";
stateSequence[11] = "reload2";
stateTransitionOnTimeout[11] = "Reloaded";

stateName[12] = "FireLoadCheckA";
stateScript[12] = "onLoadCheck";
stateTimeoutValue[12] = 0.01;
stateTransitionOnTimeout[12] = "FireLoadCheckB";

stateName[13] = "FireLoadCheckB";
stateTransitionOnAmmo[13] = "Smoke";
stateTransitionOnNoAmmo[13] = "ReloadSmoke";

stateName[14] = "Smoke";
stateEmitter[14] = gunSmokeEmitter;
stateEmitterTime[14] = 0.3;
stateEmitterNode[14] = "muzzleNode";
stateTimeoutValue[14] = 0.4;
stateTransitionOnTimeout[14] = "Ready";
stateTransitionOnTriggerDown[14] = "Fire";

stateName[15] = "ReloadSmoke";
stateEmitter[15] = gunSmokeEmitter;
stateEmitterTime[15] = 0.3;
stateEmitterNode[15] = "muzzleNode";
stateTimeoutValue[15] = 0.2;
stateTransitionOnTimeout[15] = "Reload";

stateName[16] = "Reloaded";
stateTimeoutValue[16] = 0.01;
stateScript[16] = "onReloaded";
stateTransitionOnTimeout[16] = "Ready";
};

function FNSCARImage::onFire(%this,%obj,%slot)
{
%projectile = FNSCARProjectile;

if(vectorLen(%obj.getVelocity()) < 0.1)
{
%spread = 0.00025;
}
else
{
%spread = 0.001;
}

%obj.lastShotTime = getSimTime();
%shellcount = 1;

%obj.playThread(2, plant);
%shellcount = 1;
%obj.toolAmmo[%obj.currTool]--;

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;
}


function FNSCARImage::onMount(%this, %obj, %slot)
{
%obj.hidenode("RHand");
        %obj.hidenode("LHand");
}


function FNSCARImage::onUnMount(%this, %obj, %slot)
{
%obj.unhidenode("RHand");
        %obj.unhidenode("LHand");
}

function FNSCARImage::onLoadCheck(%this,%obj,%slot)
{
if(%obj.toolAmmo[%obj.currTool] <= 0)
%obj.setImageAmmo(%slot,0);
else
%obj.setImageAmmo(%slot,1);
}

function FNSCARImage::onReloadStart(%this,%obj,%slot)
{
%obj.toolAmmo[%obj.currTool] = 0;
}

function FNSCARImage::onReloaded(%this,%obj,%slot)
{
%obj.toolAmmo[%obj.currTool] = 50;
%obj.setImageAmmo(%slot,1);
}
Also here is the model: http://www.mediafire.com/download/5qwzkmxxi0kqzov/Amazing+Model+i+made%2Ci+love+4.ms3d
I made a animated model,here is how it looks in milkshape

And here is how it looks in blockland

And yes i used Torque Exporter Plus.
Please help.
Anybody?

89
Help / Model Problem
« on: November 04, 2015, 12:54:12 PM »
I made a animated model,here is how it looks in milkshape

And here is how it looks in blockland

And yes i used Torque Exporter Plus.
Please help.

90
Drama / ifully BLID134002 Unfair ban "Freekill"
« on: October 20, 2015, 06:17:03 AM »
I was messing around and i saw this server call GTA semi-rp
So i joined it,after that i was getting killed by host... OVER... OVER... AND OVER
I finnaly found something that i can kill people with and i started my rampage.
The admin was using admin-only weapons which were seriously unfair but back to the point,i killed the admin twice and he said i was freekilling.
I said "Wait,you were freekilling me before."
And i got banned.
Proof:




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