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Messages - Chao

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76
Modification Help / Playertype Animation Problem {SOLVED}
« on: August 13, 2010, 06:24:47 PM »
Lately, I've been working on a new playertype, and it mostly works except for one part: The Animations.
I have my animation in a DSQ file called "Mushroom_Root.dsq", and I have a base shape file called "Orange_Mushroom.dts".
Here is the code for the playertype:
Code: [Select]
datablock TSShapeConstructor(OrangeMushroomDts)
{
baseShape  = "./Orange_Mushroom.dts";
sequence0  = "./Mushroom_Stand.dsq root";

sequence1  = "./Mushroom_Root.dsq run";
sequence2  = "./Mushroom_Root.dsq walk";
sequence3  = "./Mushroom_Root.dsq back";
sequence4  = "./Mushroom_Root.dsq side";

sequence5  = "./Mushroom_Root.dsq crouch";
sequence6  = "./Mushroom_Root.dsq crouchRun";
sequence7  = "./Mushroom_Root.dsq crouchBack";
sequence8  = "./Mushroom_Root.dsq crouchSide";

sequence9  = "./Mushroom_Root.dsq look";
sequence10 = "./Mushroom_Root.dsq headside";
sequence11 = "./Mushroom_Root.dsq headUp";

sequence12 = "./Mushroom_Root.dsq jump";
sequence13 = "./Mushroom_Root.dsq standjump";
sequence14 = "./Mushroom_Root.dsq fall";
sequence15 = "./Mushroom_Root.dsq land";

sequence16 = "./Mushroom_Root.dsq armAttack";
sequence17 = "./Mushroom_Root.dsq armReadyLeft";
sequence18 = "./Mushroom_Root.dsq armReadyRight";
sequence19 = "./Mushroom_Root.dsq armReadyBoth";
sequence20 = "./Mushroom_Root.dsq spearready";  
sequence21 = "./Mushroom_Root.dsq spearThrow";

sequence22 = "./Mushroom_Root.dsq talk";  

sequence23 = "./Mushroom_Root.dsq death1";

sequence24 = "./Mushroom_Root.dsq shiftUp";
sequence25 = "./Mushroom_Root.dsq shiftDown";
sequence26 = "./Mushroom_Root.dsq shiftAway";
sequence27 = "./Mushroom_Root.dsq shiftTo";
sequence28 = "./Mushroom_Root.dsq shiftLeft";
sequence29 = "./Mushroom_Root.dsq shiftRight";
sequence30 = "./Mushroom_Root.dsq rotCW";
sequence31 = "./Mushroom_Root.dsq rotCCW";

sequence32 = "./Mushroom_Root.dsq undo";
sequence33 = "./Mushroom_Root.dsq plant";

sequence34 = "./Mushroom_Root.dsq sit";

sequence35 = "./Mushroom_Root.dsq wrench";

   sequence36 = "./Mushroom_Root.dsq activate";
   sequence37 = "./Mushroom_Root.dsq activate2";

   sequence38 = "./Mushroom_Root.dsq leftrecoil";
};    


datablock PlayerData(OrangeMushroomArmor)
{
   renderFirstPerson = false;
   emap = false;
  
   className = Armor;
   shapeFile = "./Orange_Mushroom.dts";
   cameraMaxDist = 8;
   cameraTilt = 0.261;//0.174 * 2.5; //~25 degrees
   cameraVerticalOffset = 2.3;
   computeCRC = false;
  
   cameraDefaultFov = 90.0;
   cameraMinFov = 5.0;
   cameraMaxFov = 120.0;
  
   //debrisShapeName = "~/data/shapes/player/debris_player.dts";
   //debris = horseDebris;

   aiAvoidThis = true;

   minLookAngle = -1.5708;
   maxLookAngle = 1.5708;
   maxFreelookAngle = 3.0;

   mass = 90;
   drag = 0.1;
   density = 0.7;
   maxDamage = 450;
   maxEnergy =  10;
   repairRate = 0.33;

   rechargeRate = 0.4;

   runForce = 11 * 90;
   runEnergyDrain = 0;
   minRunEnergy = 0;
   maxForwardSpeed = 6;
   maxBackwardSpeed = 3;
   maxSideSpeed = 3;

   maxForwardCrouchSpeed = 6;
   maxBackwardCrouchSpeed = 3;
   maxSideCrouchSpeed = 3;

   maxForwardProneSpeed = 6;
   maxBackwardProneSpeed = 3;
   maxSideProneSpeed = 3;

   maxForwardWalkSpeed = 6;
   maxBackwardWalkSpeed = 3;
   maxSideWalkSpeed = 3;

   maxUnderwaterForwardSpeed = 2;
   maxUnderwaterBackwardSpeed = 1;
   maxUnderwaterSideSpeed = 1;
  
   thirdpersononly = 1;

   jumpForce = 7 * 90; //8.3 * 90;
   jumpEnergyDrain = 0;
   minJumpEnergy = 0;
   jumpDelay = 0;

   minJetEnergy = 0;
jetEnergyDrain = 0;
canJet = 0;

   minImpactSpeed = 250;
   speedDamageScale = 3.8;

   boundingBox = vectorScale("1 1 2", 4);
   crouchBoundingBox = vectorScale("1 1 2", 4);
  
   pickupRadius = 0.75;

   jetEmitter = "";
   jetGroundEmitter = "";
   jetGroundDistance = 4;
  
   //footPuffEmitter = LightPuffEmitter;
   footPuffNumParts = 10;
   footPuffRadius = 0.25;

   //dustEmitter = LiftoffDustEmitter;

   splash = PlayerSplash;
   splashVelocity = 4.0;
   splashAngle = 67.0;
   splashFreqMod = 300.0;
   splashVelEpsilon = 0.60;
   bubbleEmitTime = 0.1;
   splashEmitter[0] = PlayerFoamDropletsEmitter;
   splashEmitter[1] = PlayerFoamEmitter;
   splashEmitter[2] = PlayerBubbleEmitter;
   mediumSplashSoundVelocity = 10.0;  
   hardSplashSoundVelocity = 20.0;  
   exitSplashSoundVelocity = 5.0;

   // Controls over slope of runnable/jumpable surfaces
   runSurfaceAngle  = 85;
   jumpSurfaceAngle = 86;

   minJumpSpeed = 20;
   maxJumpSpeed = 30;

   horizMaxSpeed = 68;
   horizResistSpeed = 33;
   horizResistFactor = 0.35;

   upMaxSpeed = 80;
   upResistSpeed = 25;
   upResistFactor = 0.3;
  
   footstepSplashHeight = 0.35;

   //NOTE:  some sounds commented out until wav's are available

   JumpSound = HorseJumpSound;

   // Footstep Sounds
//   FootSoftSound        = HorseFootFallSound;
//   FootHardSound        = HorseFootFallSound;
//   FootMetalSound       = HorseFootFallSound;
//   FootSnowSound        = HorseFootFallSound;
//   FootShallowSound     = HorseFootFallSound;
//   FootWadingSound      = HorseFootFallSound;
//   FootUnderwaterSound  = HorseFootFallSound;
   //FootBubblesSound     = FootLightBubblesSound;
   //movingBubblesSound   = ArmorMoveBubblesSound;
   //waterBreathSound     = WaterBreathMaleSound;

   //impactSoftSound      = ImpactLightSoftSound;
   //impactHardSound      = ImpactLightHardSound;
   //impactMetalSound     = ImpactLightMetalSound;
   //impactSnowSound      = ImpactLightSnowSound;
  
   impactWaterEasy      = Splash1Sound;
   impactWaterMedium    = Splash1Sound;
   impactWaterHard      = Splash1Sound;
  
   groundImpactMinSpeed    = 10.0;
   groundImpactShakeFreq   = "4.0 4.0 4.0";
   groundImpactShakeAmp    = "1.0 1.0 1.0";
   groundImpactShakeDuration = 0.8;
   groundImpactShakeFalloff = 10.0;
  
   //exitingWater         = ExitingWaterLightSound;

   // Inventory Items
maxItems   = 10; //total number of bricks you can carry
maxWeapons = 5; //this will be controlled by mini-game code
maxTools = 5;

uiName = "Orange Mushroom";
rideable = true;
lookUpLimit = 0.6;
lookDownLimit = 0.2;

canRide = false;
showEnergyBar = false;
paintable = true;

brickImage = horseBrickImage; //the imageData to use for brick deployment
};    



Here is what the animation should look like:


Here is what it looks like now:


Do you know what is wrong?

77
Maps / Re: Slate Milk
« on: October 24, 2009, 01:29:08 PM »
You know, you don't have to download this map.  You can just leave the thread alone if you don't like it.

78
Modification Help / Re: Blockland Tower Defence (TD)
« on: October 23, 2009, 03:43:25 PM »
It's really not to hard to make a Tower Defence Game with events, but this is pretty cool.

79
Maps / Re: Slate Milk
« on: October 23, 2009, 03:38:55 PM »
Chao, you've been scripting for 2 weeks I doubt you'd have the knowledge to do so.
Nope, i've acually been scripting for almost a year now, so I think I know what I'm doing.

I would never have any high expectations from this.
I don't have to give out personal information to show that i'm a good scripter.

80
Maps / Re: Slate Milk
« on: October 23, 2009, 06:46:23 AM »
He didn't steal code. His welcome message states "Welcome to mining, base by Kalphiter".

Base by Kalphiter my ass.
You made a few simple edits.
Acually, the truth here is that yes, I did get the starting point from Kalphiter.  But no, I did not take any more.  Plus this is not stealing because I never released and I never said it was all mine.  I don't hate Kalphiter, he just hates me because I banned him from my server.

81
Maps / Re: Slate Milk
« on: October 21, 2009, 07:55:19 PM »
do what chao says kalphiter chao doesnt need this kind of bullstuff from you. you dont see any body else following people around and giving them bullstuff about whatever on the forums.
Thanks for standing up for me, but it's ok.  We all should just understand that Kalphiter is one of those people that doesn't have a life, so they go online to beat the crap out of people to make themselves feel better about it.

82
Maps / Re: Slate Milk
« on: October 21, 2009, 07:32:11 PM »
Kalphiter.  Leave me and my threads alone.

83
Maps / Re: Slate Milk
« on: October 21, 2009, 07:14:19 PM »
I knew you would release this crap.
Will you please stop following me around...  Seriously man, you just keep trying to discourage me...

84
Maps / Slate Milk
« on: October 21, 2009, 07:09:58 PM »
Let it Rain Cheerios!

You can't really see the Skybox from that point of view, but it's like you're inside a giant milk carton.

Download: http://www.mediafire.com/file/mt0yjjnajnz/Map_SlateMilk.zip

85
Help / Re: greekbots
« on: July 22, 2009, 06:37:15 PM »
Bind the GreekBots menu to a key in options.  Open up the menu, then click on the create button.

86
Add-Ons / Re: Dodgeball Pack
« on: June 25, 2009, 06:49:31 AM »
forget, why are people making this stuff?

You know what, im going to make the best dodge ball you have ever seen.
Wow...  I can't believe how many people do things just to rub in peoples faces if their stuff is better...

87
Add-Ons / Re: Dodgeball Pack
« on: June 25, 2009, 06:47:57 AM »
Apparently Chao had a meltdown :)
Shut up and get a life Kalphiter.  Your the one that Tricked me and woudn't stop PMing me...

88
Add-Ons / Dodgeball Pack
« on: June 24, 2009, 07:14:59 PM »
Dodgeball Pack
Dodgeball anyone?

Description
There have been several arguements about this weapon in the past, but now me, Nivel, and Legend decided to work together to release a dodgeball pack and stop argueing. Enjoy :D
Things Included:
-Red dodgeball
-Blue dodgeball
-Green dodgeball
-Yellow dodgeball
-Purple dodgeball
-Colorful trail effects
-Bounces

Things maybe to come in v2:
-When the dodgeball hits the ground and stops, you will be able to pick it up and use it again
-Dodgeball gamemode

Screenshots

Download
Weapon_DodgeballPack.zip (Last Updated: Wed Jun 24, 2009 3:14 pm)

Installation
Put Weapon_DodgeballPack.zip into the Add-Ons folder in your Blockland folder.

Click Here to view this file on the RTB Download Manager

89
Maps / Re: Pack Islands (3 Floating Islands)
« on: June 17, 2009, 04:49:56 PM »
Nice Packer!  I like maps that you can fall off of :cookieMonster:

90
Maps / Re: cool map: sandy river
« on: June 17, 2009, 04:48:37 PM »
I hate add-on stealers...

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