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Messages - Masterlegodude

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3856
Development / Re: 2018/10/20 - Blockland r1991-r1995
« on: October 23, 2018, 06:54:40 PM »
bad spot can we get more piant can effects plz
Corruption paint FX, causes brick quads to glitch and distort

Oh hey, you can't delete posts here anymore, thanks, Badspot! Did you fix the poll situation though?

3857
Modification Help / Re: Can't get a light to mount to the right hand.
« on: October 23, 2018, 02:57:38 PM »
If the image mounts in the right hand, and the light data i posted above is in that image's datablock, then the light should also be in that hand

Maybe all of that other stuff you have that tries to mount the light isn't functioning properly, try this?
Code: [Select]
datablock AudioProfile(swol_torchIgniteSound)
{
   filename    = "./torchIgnite.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(swol_torchEndSound)
{
   filename    = "./torchEnd.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(swol_torchLoopSound)
{
   filename    = "./torchLoop.wav";
   description = AudioClosestLooping3d;
   preload = true;
};

datablock ParticleData(swol_torchFireParticle)
{
   dragCoefficient = 1;
   gravityCoefficient = -1.2;
   inheritedVelFactor = 0;
   constantAcceleration = 0;
   lifetimeMS         = 400;
   lifetimeVarianceMS = 200;
   textureName = "base/data/particles/cloud";
   spinSpeed     = 0;
   spinRandomMin = -20;
   spinRandomMax = 20;
   colors[0] = "1 1 0.25 0.4";
   colors[1] = "1 0.7 0.25 0.8";
   colors[2] = "1 0 0 0";
   sizes[0] = 0.1;
   sizes[1] = 0.35;
   sizes[2] = 0.2;
   times[1] = 0.3;
   times[2] = 1;
   useInvAlpha = true;
};
datablock ParticleEmitterData(swol_torchFireEmitter)
{
   ejectionPeriodMS = 4;
   periodVarianceMS = 0;
   velocityVariance = 0;
   ejectionVelocity = 0;
   ejectionOffset   = 0.11;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel = 0;
   phiVariance     = 360;
   overrideAdvance = false;
   lifetimeMS = 0;
   particles = swol_torchFireParticle;
uiName = "Torch Fire";
};
datablock ParticleData(swol_torchSmokeParticle)
{
   dragCoefficient = 2;
   gravityCoefficient = -0.8;
   inheritedVelFactor = 0;
   constantAcceleration = 0;
   lifetimeMS         = 400;
   lifetimeVarianceMS = 200;
   textureName = "base/data/particles/cloud";
   spinSpeed     = 0;
   spinRandomMin = -20;
   spinRandomMax = 20;
   colors[0] = "0.4 0.4 0.4 0.2";
   colors[1] = "0.6 0.5 0.3 0.3";
   colors[2] = "0.3 0.3 0.3 0";
   sizes[0] = 0.1;
   sizes[1] = 0.35;
   sizes[2] = 0.2;
   times[1] = 0.3;
   times[2] = 1;
   useInvAlpha = true;
};
datablock ParticleEmitterData(swol_torchSmokeEmitter)
{
   ejectionPeriodMS = 4;
   periodVarianceMS = 0;
   velocityVariance = 0.4;
   ejectionVelocity = 0;
   ejectionOffset   = 0.11;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel = 0;
   phiVariance     = 360;
   overrideAdvance = false;
   lifetimeMS = 0;
   particles = swol_torchSmokeParticle;

uiName = "Torch Smoke";
};

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

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

   //gui stuff
   uiName = "Torch";
   iconName = "./icon_torch";
   doColorShift = true;
   colorShiftColor = "0.471 0.471 0.471 1.000";

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


datablock shapeBaseImageData(swol_torchImage)
{
   className = "WeaponImage";
   shapeFile = "./torch.dts";
   emap = true;
   mountPoint = 0;
   offset = "0 0 0";
   item = "";
   
   doColorShift = true;
   colorShiftColor = "0.37 0.25 0.1 1";
   melee = true;
   armReady = true;
   
   hasLight = true;
   lightType = "PulsingLight";
   lightTime = 10;
   lightRadius = 6;
   lightColor  = "0.8 0.7 0.4 1";

   eyeOffset = "0.7 1.4 -0.8";
   eyeOffset = "";
   rotation = "0 0 0 180";
   eyeRotation = "0 0 0 0";
   
   stateName[0]               = "Ready";
   stateTimeoutValue[0]         = 0.1;
   stateTransitionOnTimeout[0]    = "Ignite";
   
   stateName[1]               = "Ignite";
   stateScript[1]               = "onIgnite";
   stateTimeoutValue[1]         = 0.2;
   stateEmitter[1]               = gunFlashEmitter;
   stateEmitterTime[1]            = 0.1;
   stateTransitionOnTimeout[1]      = "FireA";
   
   stateName[2]               = "FireA";
   stateTimeoutValue[2]         = 1000;
   stateEmitter[2]               = swol_torchFireEmitter;
   stateEmitterTime[2]            = 10000;
   stateTransitionOnTimeout[2]      = "FireB";
   
   stateName[3]               = "FireB";
   stateTimeoutValue[3]         = 0.01;
   stateEmitter[3]               = swol_torchFireEmitter;
   stateEmitterTime[3]            = 1000;
   stateTransitionOnTimeout[3]      = "FireA";
};
datablock shapeBaseImageData(swol_torchImageEnd)
{
   className = "WeaponImage";
   shapeFile = "./torch.dts";
   emap = true;
   mountPoint = 0;
   offset = "-0.008 0.01 -0.13";
   item = "";
   
   
   doColorShift = true;
   colorShiftColor = "0.37 0.25 0.1 1";
   
   armReady = true;
   
   eyeOffset = "0.7 1.4 -0.8";
   eyeOffset = "";
   rotation = "0 0 0 180";
   eyeRotation = "0 0 0 0";
   
   stateName[0]               = "Ready";
   stateTimeoutValue[0]         = 0.1;
   stateTransitionOnTimeout[0]    = "FireA";
   
   stateName[1]               = "FireA";
   stateTimeoutValue[1]         = 1.2;
   stateEmitter[1]               = swol_torchSmokeEmitter;
   stateEmitterTime[1]            = 1.2;
   stateTransitionOnTimeout[1]      = "Done";
   
   stateName[2]               = "Done";
};

function swol_torchImage::onIgnite(%db,%pl,%slot)
{
   serverPlay3D(swol_torchIgniteSound,%pl.getPosition());
   %pl.playThread(3,plant);
}
function swol_torchImage::unMountEnd(%db,%pl,%slot)
{
   if(%im = %pl.getMountedImage(0))
   {
      if(%im == nameToId(swol_torchImageEnd))
      {
         %pl.unMountImage(0);
         %pl.playThread(0,root);
         if(%im = %pl.getMountedImage(0))
         {
            if(%im.armReady)
            {
               %pl.playThread(0,armReadyRight);
            }
         }
      }
   }
}
function swol_torchImage::unMountCheck(%db,%pl,%slot)
{
   if(!isObject(%pl.getMountedImage(0)))
      %pl.playThread(0,armReadyRight);
}
function swol_torchImageEnd::unMountCheck(%db,%pl,%slot)
{
   if(!isObject(%pl.getMountedImage(0)))
      %pl.playThread(0,armReadyRight);
}
function swol_torchImage::onUnMount(%db,%pl,%slot)
{
   %pl.playAudio(2,swol_torchEndSound);
   %pl.lastTorchTime = getSimTime();
   parent::onUnMount(%db,%pl,%slot);
}

Also, there's no reason for this item to require Weapon_Gun if it uses nothing from it

Also also, i fixed the numbers in the image states, the [#]'s, which are important for ordering what comes when and what group of states a state belongs to

3859
Modification Help / Re: Can't get a light to mount to the right hand.
« on: October 23, 2018, 02:12:26 PM »
Add this to the weapon image's datablock
Code: [Select]
   hasLight = true;
   lightType = "PulsingLight";
   lightTime = 10;
   lightRadius = 4;
   lightColor  = "1 1 1 1";

'lightTime' is the speed of the pulse animation, the higher the value, the faster the pulsing, if you don't want the light to pulsate, then remove the whole 'lightTime' line and replace the PulsingLight type with ConstantLight

3860
I dont need to prove myself to be "not angry" when Im not in the first place, eat a bag of richards

3862
Off Topic / Re: day discussion topic i guess [day 834]
« on: October 23, 2018, 11:53:04 AM »
Today's gonna be the day that they're gonna throw it back to you

3863
You guys always misconstrue my lack of self-censoring for anger
Nobody has the kind of sailor mouth that you do and isn't angry IRL, you may want to get that looked at if you want anyone to take you seriously and not think you're some raging idiot

3864
Off Topic / Re: [NEWS{ [tinythead] bomb found at soros house
« on: October 23, 2018, 11:31:13 AM »
This whole "pointing out someone reported the news" thing seems like something a programmed NPC would do.......... :nes:
Only an NPC wuold make a response that's strikingly similar to the post it's replying to

And there are no typos 🤔

3865
Off Topic / Re: [NEWS{ [tinythead] bomb found at soros house
« on: October 23, 2018, 11:20:23 AM »
This whole 'reporting the news' thing seems like something a programed NPC would do......

3866
Drama / Re: Block Sugar from your discord channels and possibly DMs.
« on: October 23, 2018, 11:11:02 AM »
ignore list is for private messages only
Exactly, Visolator wants to stop receiving message from Sugar

3867
Off Topic / Re: day discussion topic i guess [day 834]
« on: October 23, 2018, 11:09:51 AM »
you didn’t even let me finish my sentence son
Good 🙂

3868
Drama / Re: Block Sugar from your discord channels and possibly DMs.
« on: October 23, 2018, 10:51:15 AM »
No I'm literally stuck with her constantly sending me messages
This doesn't work?

3870
Off Topic / Re: night discussion topic i guess [night 881]
« on: October 23, 2018, 08:46:22 AM »
sorry but as a moderator I have to agree with this statement
Don't encourage his behavior

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