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Messages - _OXBADCODE#

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751
Modification Help / Re: I need help with my mod.
« on: May 27, 2016, 03:50:14 AM »
Post your code, you're doing something wrong.
I didn't put variables into the code, all i did was put %col.setCrouching(1); in the function for shooting right and left leg

Code: [Select]
package ProjectileDismemberment
{
   function ProjectileData::damage(%this, %obj, %col, %fade, %pos, %normal)
   {
   parent::damage(%this, %obj, %col, %fade, %pos, %normal);
      if(%col.getClassName() $= "AIPlayer" && 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)
      {
         %hidestr = "headskin";
         %col.kill();
         if(!%col.disHead)
            {
            %col.dishead = 1;
         %proj = new Projectile()
            {
               scale = %col.getScale();
               dataBlock = DismemExplosionProjectile;
               initialVelocity = %col.getVelocity();
               initialPosition = %col.getPosition();
               sourceObject = %col;
               sourceSlot = 0;
               client = %col.client;
            };
            MissionCleanup.add(%proj);
            }
         for(%i=0;$hat[%i] !$= "";%i++) %hidestr = %hidestr SPC $hat[%i];
         for(%i=0;$accent[%i] !$= "";%i++) %hidestr = %hidestr SPC $accent[%i];
      }
      else if(getword(%pos, 2) > getword(%col.getWorldBoxCenter(), 2) - 4.5*%scale)
      {
         if(%damLoc == 0)
         {
            %hidestr = "lhand lhook larm larmslim";
            if(!%col.dislhand)
            {
            %col.disLhand = 1;
            %proj = new Projectile()
            {
               scale = %col.getScale();
               dataBlock = DismemLHandProjectile;
               initialVelocity = %col.getVelocity();
               initialPosition = %col.getPosition();
               sourceObject = %col;
               sourceSlot = 0;
               client = %col.client;
            };
            MissionCleanup.add(%proj);
            %proj = new Projectile()
            {
               scale = %col.getScale();
               dataBlock = DismemshoulderProjectile;
               initialVelocity = %col.getVelocity();
               initialPosition = %col.getPosition();
               sourceObject = %col;
               sourceSlot = 0;
               client = %col.client;
            };
            MissionCleanup.add(%proj);
            }
         }
         else
         {
            %hidestr = "rhand rhook rarm rarmslim";
            if(!%col.dishand)
            {
            %col.dishand = 1;
            %proj = new Projectile()
            {
               scale = %col.getScale();
               dataBlock = DismemHandProjectile;
               initialVelocity = %col.getVelocity();
               initialPosition = %col.getPosition();
               sourceObject = %col;
               sourceSlot = 0;
               client = %col.client;
            };
            MissionCleanup.add(%proj);
            %proj = new Projectile()
            {
               scale = %col.getScale();
               dataBlock = DismemshoulderProjectile;
               initialVelocity = %col.getVelocity();
               initialPosition = %col.getPosition();
               sourceObject = %col;
               sourceSlot = 0;
               client = %col.client;
            };
            MissionCleanup.add(%proj);
         }
         }
      }
      else
      {
         if(%damLoc == 0)
         {
            %hidestr = "lshoe lpeg";
            if(!%col.dislfoot)
            {
            %col.disLfoot = 1;
            %col.setCrouching(1);
            %proj = new Projectile()
            {
               scale = %col.getScale();
               dataBlock = DismemFootProjectile;
               initialVelocity = %col.getVelocity();
               initialPosition = %col.getPosition();
               sourceObject = %col;
               sourceSlot = 0;
               client = %col.client;
            };
            MissionCleanup.add(%proj);
            }
         }
         else
         {
            %hidestr = "rshoe rpeg";
            if(!%col.disfoot)
            {
            %col.disfoot = 1;
            %col.setCrouching(1);
            %proj = new Projectile()
            {
               scale = %col.getScale();
               dataBlock = DismemFootProjectile;
               initialVelocity = %col.getVelocity();
               initialPosition = %col.getPosition();
               sourceObject = %col;
               sourceSlot = 0;
               client = %col.client;
            };
            MissionCleanup.add(%proj);
            }
         }
      }
     
      if(%col.dismembermentUnhideStr $= "")
         %col.dismembermentUnhideStr = "START";
     
      for(%i=0;%i<getWordCount(%hidestr);%i++)
      {
         %node = getWord(%hidestr,%i);
         if(%col.isNodeVisible(%node) && strStr(%col.dismembermentUnhideStr," " @ %node) == -1)
            %col.dismembermentUnhideStr = %col.dismembermentUnhideStr SPC %node;
         
         %col.hideNode(%node);
      }
     
      cancel(%col.dismembermentResetSched);
      %col.dismembermentResetSched = %col.schedule(5000,dismembermentReset);
   }

   //return Parent::Damage(%this, %obj, %col, %fade, %pos, %normal);
   }

   function WeaponImage::onRaycastDamage(%this,%obj,%slot,%col,%pos,%normal,%shotVec,%crit)
   {
      parent::onRaycastDamage(%this,%obj,%slot,%col,%pos,%normal,%shotVec,%crit);
     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)
      {
         %hidestr = "headskin";
         if(!%col.disHead)
            {
            %col.dishead =1;
         %proj = new Projectile()
            {
               scale = %col.getScale();
               dataBlock = DismemExplosionProjectile;
               initialVelocity = %col.getVelocity();
               initialPosition = %col.getPosition();
               sourceObject = %col;
               sourceSlot = 0;
               client = %col.client;
            };
            MissionCleanup.add(%proj);
            }
         for(%i=0;$hat[%i] !$= "";%i++) %hidestr = %hidestr SPC $hat[%i];
         for(%i=0;$accent[%i] !$= "";%i++) %hidestr = %hidestr SPC $accent[%i];
      }
      else if(getword(%pos, 2) > getword(%col.getWorldBoxCenter(), 2) - 4.5*%scale)
      {
         if(%damLoc == 0)
         {
            %hidestr = "lhand lhook larm larmslim";
            if(!%col.dislhand)
            {
            %col.disLhand = 1;
            %proj = new Projectile()
            {
               scale = %col.getScale();
               dataBlock = DismemLHandProjectile;
               initialVelocity = %col.getVelocity();
               initialPosition = %col.getPosition();
               sourceObject = %col;
               sourceSlot = 0;
               client = %col.client;
            };
            MissionCleanup.add(%proj);
            %proj = new Projectile()
            {
               scale = %col.getScale();
               dataBlock = DismemshoulderProjectile;
               initialVelocity = %col.getVelocity();
               initialPosition = %col.getPosition();
               sourceObject = %col;
               sourceSlot = 0;
               client = %col.client;
            };
            MissionCleanup.add(%proj);
            }
         }
         else
         {
            %hidestr = "rhand rhook rarm rarmslim";
            if(!%col.dishand)
            {
            %col.dishand = 1;
            %proj = new Projectile()
            {
               scale = %col.getScale();
               dataBlock = DismemHandProjectile;
               initialVelocity = %col.getVelocity();
               initialPosition = %col.getPosition();
               sourceObject = %col;
               sourceSlot = 0;
               client = %col.client;
            };
            MissionCleanup.add(%proj);
            %proj = new Projectile()
            {
               scale = %col.getScale();
               dataBlock = DismemshoulderProjectile;
               initialVelocity = %col.getVelocity();
               initialPosition = %col.getPosition();
               sourceObject = %col;
               sourceSlot = 0;
               client = %col.client;
            };
            MissionCleanup.add(%proj);
         }
         }
      }
      else
      {
         if(%damLoc == 0)
         {
            %hidestr = "lshoe lpeg";
            if(!%col.dislfoot)
            {
            %col.disLfoot = 1;
            %proj = new Projectile()
            {
               scale = %col.getScale();
               dataBlock = DismemFootProjectile;
               initialVelocity = %col.getVelocity();
               initialPosition = %col.getPosition();
               sourceObject = %col;
               sourceSlot = 0;
               client = %col.client;
            };
            MissionCleanup.add(%proj);
            }
         }
         else
         {
            %hidestr = "rshoe rpeg";
            if(!%col.disfoot)
            {
            %col.disfoot = 1;
            %proj = new Projectile()
            {
               scale = %col.getScale();
               dataBlock = DismemFootProjectile;
               initialVelocity = %col.getVelocity();
               initialPosition = %col.getPosition();
               sourceObject = %col;
               sourceSlot = 0;
               client = %col.client;
            };
            MissionCleanup.add(%proj);
            }
         }
      }
     
      if(%col.dismembermentUnhideStr $= "")
         %col.dismembermentUnhideStr = "START";
     
      for(%i=0;%i<getWordCount(%hidestr);%i++)
      {
         %node = getWord(%hidestr,%i);
         if(%col.isNodeVisible(%node) && strStr(%col.dismembermentUnhideStr," " @ %node) == -1)
            %col.dismembermentUnhideStr = %col.dismembermentUnhideStr SPC %node;
         
         %col.hideNode(%node);
      }
     
      cancel(%col.dismembermentResetSched);
      %col.dismembermentResetSched = %col.schedule(5000,dismembermentReset);
   }
   }
};
activatepackage(ProjectileDismemberment);

datablock DebrisData(dismemheadDebris)
{
   emitters = smallBloodEmitter;

   shapeFile = "./head.dts";
   lifetime = 6.0;
   minSpinSpeed = -400.0;
   maxSpinSpeed = 200.0;
   elasticity = 0.5;
   friction = 0.2;
   numBounces = 3;
   staticOnMaxBounce = true;
   snapOnMaxBounce = false;
   fade = true;
   gravModifier = 2;
};
datablock DebrisData(dismemhandDebris : dismemheadDebris)
{
   emitters = smallBloodEmitter;

   shapeFile = "./hand.dts";
};
datablock DebrisData(dismemhandLeftDebris : dismemheadDebris)
{
   emitters = smallBloodEmitter;

   shapeFile = "./handLeft.dts";
};
datablock DebrisData(dismemshoulderDebris : dismemheadDebris)
{
   emitters = smallBloodEmitter;

   shapeFile = "./shoulder.dts";
};
datablock DebrisData(dismemfootDebris : dismemheadDebris)
{
   emitters = smallBloodEmitter;

   shapeFile = "./foot.dts";
};
datablock ProjectileData(DismemExplosionProjectile)
{
   projectileShapeName = "base/data/shapes/empty.dts";
   directDamage     = 10;
   directDamageType = $DamageType::Default; //Damagetype default actually does no damage
   radiusDamageType = $DamageType::Default;
   impactImpulse    = 10;
   verticalImpulse  = 10;
   explosion        = dismemExplosion;

   brickExplosionRadius            = 0;
   brickExplosionImpact            = false;
   brickExplosionForce             = 0;
   brickExplosionMaxVolume         = 0;
   brickExplosionMaxVolumeFloating = 0;

   muzzleVelocity   = 1;
   velInheritFactor = 1;

   lifetime         = 10;
   bounceElasticity = 0;
   bounceFriction   = 0;
   isBallistic    = false;
   explodeOnDeath = true;
   hasLight       = false;
};
datablock ExplosionData(dismemExplosion) //Gotta make sub-explosions first because an explosion has to exist to be a part of another explosion...
{
   lifetimeMS = 33;
   particleEmitter = "goreEmitter";
   debrisNumVariance      = 0;
   debrisPhiMin           = 0;
   debrisPhiMax           = 360;
   debrisThetaMin         = 5;
   debrisThetaMax         = 105;
   debrisVelocity         = 5;
   debrisVelocityVariance = 1;

   debris = dismemheadDebris;
   debrisNum = 1;

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

   shakeCamera = false;

   lightStartRadius = 0;
   lightEndRadius = 0;

   impulseRadius = 100;
   impulseForce = 100;

   radiusDamage = 0;
   damageRadius = 0;
};
datablock ExplosionData(dismemExplosionFoot : dismemExplosion)
{
   particleEmitter = "goreEmitter";
   debris = dismemfootDebris;
   debrisNum = 1;
   lifeTimeMS = 500;
   particleDensity = 45;
   particleRadius  = 2.5;
};
datablock ProjectileData(DismemFootProjectile : DismemExplosionProjectile)
{
   particleEmitter = "goreEmitter";
 explosion = dismemExplosionFoot; 
};
datablock ExplosionData(dismemExplosionShoulder : dismemExplosion)
{
   particleEmitter = "goreEmitter";
   debris = dismemshoulderDebris;
   debrisNum = 1;
   lifeTimeMS = 500;
   particleDensity = 45;
   particleRadius  = 2.5;
};
datablock ProjectileData(DismemShoulderProjectile : DismemExplosionProjectile)
{
   particleEmitter = "goreEmitter";
 explosion = dismemExplosionShoulder; 
};
datablock ExplosionData(dismemExplosionHand : dismemExplosion)
{
   particleEmitter = "goreEmitter";
   debris = dismemhandDebris;
   debrisNum = 1;
   lifeTimeMS = 500;
   particleDensity = 45;
   particleRadius  = 2.5;
};
datablock ProjectileData(DismemHandProjectile : DismemExplosionProjectile)
{
 explosion = dismemExplosionHand; 
};
datablock ExplosionData(dismemExplosionLHand : dismemExplosion)
{
   debris = dismemHandLeftDebris;
   debrisNum = 1;
   lifeTimeMS = 500;
   particleDensity = 45;
   particleRadius  = 2.5;
};
datablock ProjectileData(DismemLHandProjectile : DismemExplosionProjectile)
{
 explosion = dismemExplosionLHand; 
};
datablock ParticleData(smallBloodParticle)
{
   dragCoefficient = 3;
   gravityCoefficient = 0.5;
   inheritedVelFactor = 0.3;
   constantAcceleration = 0;
   lifetimeMS         = 700;
   lifetimeVarianceMS = 250;
   textureName = "base/data/particles/dot";
   spinSpeed     = 0;
   spinRandomMin = -20;
   spinRandomMax = 20;
   colors[0] = "0.6 0 0 1";
   colors[1] = "0.5 0 0 0.9 ";
   colors[2] = "0.4 0 0 0";
   sizes[0] = 0.06;
   sizes[1] = 0.09;
   sizes[2] = 0.04;
   times[1] = 0.5;
   times[2] = 1;
   useInvAlpha = true;
};

datablock ParticleEmitterData(smallBloodEmitter)
{
   ejectionPeriodMS = 2;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.2;
   ejectionOffset   = 0;
   thetaMin = 0;
   thetaMax = 180;
   phiReferenceVel = 0;
   phiVariance     = 360;
   overrideAdvance = false;
   lifetimeMS = 3500;
   particles = "smallBloodParticle";

   uiName = "Bleed";
};

datablock ParticleData(goreParticle)
{
   dragCoefficient      = 6;
   gravityCoefficient   = 0.6;
   inheritedVelFactor   = 0.5;
   constantAcceleration = 0;
   lifetimeMS           = 1000;
   lifetimeVarianceMS   = 500;
   textureName          = "./pain";
   spinSpeed      = 0;
   spinRandomMin  = -100;
   spinRandomMax   = 100;
   colors[0]     = "1 0 0 1";
   colors[1]     = "0.8 0 0 0.9 ";
   colors[2]     = "0.5 0 0 0";
   sizes[0]      = 1;
   sizes[1]      = 1.3;
   sizes[2]      = 0.65;
   times[1] = 0.5;
   times[2] = 1;
   useInvAlpha = true;
};
datablock ParticleEmitterData(goreEmitter)
{
   ejectionPeriodMS = 10;
   periodVarianceMS = 0;
   ejectionVelocity = 10;
   velocityVariance = 5;
   ejectionOffset   = 0.25;
   thetaMin         = 5;
   thetaMax         = 105;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "goreParticle";

   uiName = "Gore";
};

752
Modification Help / Re: I need help with my mod.
« on: May 26, 2016, 04:39:00 PM »
The crouching works, but sadly its still not enough...
When you shoot them in the leg they do fall down, but stand up when they try to crouch again...
Is there a way to make them turn into crouching playertype or something like that?

753
Modification Help / Re: I need help with my mod.
« on: May 26, 2016, 06:58:13 AM »
When they get hit in the foot call %col.setCrouching(1); You'll also probably want to set a variable on the bot and package AIPlayer::setCrouching and then make it not parent if that variable is true.
Variables? I don't know how to make these.
I replaced the first line, added the %col stuff in the right spots. But i don't know how to make variables.

754
Modification Help / Re: I need help with my mod.
« on: May 25, 2016, 03:10:52 PM »
bump

755
Modification Help / I need help with my mod.
« on: May 23, 2016, 11:06:30 AM »
I made a edited version of the dismemberment mod, and i have no clue how to add these features.

- Make this only work on bots
 
- When bot gets shot in the left or right arm, he drops the weapon (if he is holding one)

- Headshots spawn a explosion, and instantly kills the bot.

- If shot in the right or left leg, the bot must crawl for the rest of his life time.

Here is the mod http://www.mediafire.com/download/693pdg3tmpp9png/Support_RedDismemberment.zip

756
Suggestions & Requests / Re: Weapon Request
« on: May 18, 2016, 08:33:42 AM »
Not sure I'm able to do that myself, but when you have time I would love it if you did that for me!
I have no clue how to edit a gun very well ;~;
Hello there.

757
Drama / Re: boner (219293) - possible alt, loving up server
« on: May 18, 2016, 03:01:27 AM »
I don't think this was boner, pretty sure boner can't hijack servers...
I hope...
Also
This dude needs a revoke and an IP ban from the master server itself, Jesus Christ

758
i am stupid, i made it wav, not ogg
more like, gg me xddddddd

759
Drama / Re: Adminstrator's SCP, Worst server ever?
« on: May 15, 2016, 03:18:50 PM »
The only problem is, its currently one of the most popular server, I don't understand for what
Because it was the worst best SCP server we are ever going to get.

760
Gallery / Re: [VIDEO] squadalah
« on: May 11, 2016, 09:41:47 AM »
that was executed better than the cgi

761
Game Modes / Re: Base Raiders
« on: May 08, 2016, 09:05:51 AM »
This is really neat. Can't wait until someone makes a build for it that isn't Afghan.
It's a problem with the shop system. If you buy something cheap, then Self Delete, when you respawn you can buy any item you want regardless of how much money you have.

It really ruins the experience when everyone is running around with Tetrakaikimbos.
That really wasn't how it worked.
You buy a item that you can afford, then you buy a item you can't.
Your money will be 0, but it will activate the glitch.
All you have to do now is just buy something, then buy a different one, and the first one again.
Although, this doesn't matter anymore because it was fixed.

763
Suggestions & Requests / Re: SUPERHOT Weapons. (MODELER NEEDED!)
« on: April 16, 2016, 10:46:10 AM »
This is going so well, the only problem would be the slowmotion mod.
Amade already made that for me when i was working on this long time ago.
The problem with the slow motion is that, timescale 0.2 isn't really the best slow motion effect.
I wish timescale 0.1 would exist.

764
Suggestions & Requests / Re: SUPERHOT Weapons. (MODELER NEEDED!)
« on: April 15, 2016, 07:25:38 PM »
Ohh boy, this is going the right way ;)
Good job trog, like always.
#TROGSAVESTHEDAY

765
Suggestions & Requests / Re: SUPERHOT Weapons. (MODELER NEEDED!)
« on: April 14, 2016, 06:49:15 PM »
i can model them for free
Please, if you could model all of the weapons, that would be amazing.
Please pm me if you want to help.

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