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Topics - Mr.Noßody

Pages: 1 ... 10 11 12 13 14 [15] 16 17 18
211
Help / Trench Digging. A problem in itself...
« on: December 17, 2010, 04:23:47 PM »
My trench digging mod has never worked from the start. I just ignored it till now, but now, its pissing me off.

I re-installed just in case. I loaded it and my ghost bricks wouldn't show, I reset but that time by bricks wouldn't show. Third time, my bricks worked fine. It cycles through these outcomes, and I find myself resetting the server more than I play it.

After that's out of the way I try the Mod. I set the color correctly, the game mode accommodates for the bricks I try to use, I have the latest version, and I'm using the bricks you should be able to dig. What the hell am I still doing wrong?

I remember back when RTB was like "Would you like to upgrade your trench digging mod?!" I wish to god I said no.

212
Help / RTB is "Down"
« on: December 16, 2010, 12:11:22 PM »
For me RTB's website has been down for the past half year. It wont let me log in, claiming that my account never existed, and If I try to re-register I get an error...

...Its been like this for a long time 'for the past half year'.

Perhaps this is an old website?

This is the right website correct?

213
Faces, Decals, Prints / Paper Prints
« on: December 14, 2010, 12:02:36 PM »
Paper Prints for 2x2f Bricks


Also includes some full brick, transparent papers:  (Not actual size)


Perfect for those cluttered rooms,  dark alleyways, secret bases, or even school rooms.
(Works great with 3x3 Print Plates too!)

Get these prints Here


But wait! There's more! ...Download now and receive a free 1x1 Broken Glass Print!



Get the Broken Glass print Here

And don't forget to check out my Poster Prints.

Now on RTB

214
Suggestions & Requests / Animated Door Locks + Keys
« on: December 11, 2010, 12:29:40 PM »
Basically a JVS brick then when hit with a key, makes the lock go away.
I modeled my own to see how it would look.

(The second "Unlocked" one is just me moving the top thing up to show what it would do.)

From the model, when the key hits the lock, the gears will turn, the top part will pop up, and the lock will fall off and disappear thus letting you open the door. I need an animator/scripter (Idea ripped from Zelda Games)

As to what it should be attached to, I'm not sure yet. Chains, a bar, the door handle itself, I really don't know.

Model Link Here
(Includes DTS, MS3D, and texture files)
_____________________________ _____________________________ ________

I made a key suitable for the Gear Lock. The Gear Key

Made bacause the default keys Badspot made, just wont cut the mustard.

Model Link Here
(Includes DTS, MS3D, and texture files)
_____________________________ _____________________________ ________

New Lock! Pad Lock. Perfect for any normal locking needs.

Has same loop attachment as the other Lock.

Model Link Here
(Includes DTS, MS3D, and texture files)
_____________________________ _____________________________ ________

Normal Key, For the normal Lock above.

Yea, Just a basic key.

Model Link Here
(Includes DTS, MS3D, and texture files)
_____________________________ _____________________________ ________

Also a Card Key lock that I just recently modeled.


Hit with a card key (Soon will be modeled), it accepted green light will flash, you can add your own sound or something hence the little speaker.
If failed the red light flashes and doesn't let you through.

Simple concept.

Model Link Here
( Also includes DTS, MS3D, and texture files)
_____________________________ _____________________________ ________

Card Key, to go with the Card key lock.


Nice and simple.

Model Link Here
(Again, includes DTS, MS3D, and texture files)




215
Add-Ons / "Hand" Gun
« on: December 08, 2010, 08:44:39 PM »
"Hand" Gun
A gun specifically shaped like a hand. For stuffs and giggles, not for sticking up the cops.
DOES: Shoot bullets, does damage (20), and break 1x1's
DOESN'T: Make you seem cool, or make sandwiches.
______________________________________________________________________

______________________________________________________________________
(Released by popular request)

216
Suggestions & Requests / Brick mounted torch
« on: November 23, 2010, 12:08:21 PM »
A torch that can be applied like C4 to a wall.
It'd be perfect for dark hallways and mining servers.

Fire emitter from the node.
I will give the model away to whoever wants it.

~I separated the models as best as I could (Just in case)~


Link to Models: Here

Comes with All models pictured above (ms3d files) plus textures. If used give credit to me.

(DTS's coming later when I have time)

217
Suggestions & Requests / Ideas that should be made: A list
« on: November 14, 2010, 02:53:53 PM »
1) Horizontal Pole/Spike Bricks: Vertical Poles are amazing, but they really need some horizontal action here. Same goes for spike bricks.

2) Exit Camera Event: Along with letting the user hit "L" to exit the camera, I say we should have an event for involuntary camera canceling.

3) Client Sided Music Start/End Event: This would be useful for professional RPG's. Music could be triggered Client sided to signal some event or to go along with a certain objective, while not interrupting other players who may be doing something else. People say this cant be made, but I know it can be.  

4) Better Tree Bricks: This is long overdue, we need better tree bricks other than the generic pine tree that's about the size of our player. You can build them, but they rack up brick count like nobody's business.

5) Message Box Options Event: Like Message Box OK and prompt events, with just one option that is always 'OK' or just 'Yes' and 'No', I'm asking for a message box with more options than OK that you can set. Id, say four would be optimal.

218
Suggestions & Requests / 1x2x2 Print Bricks
« on: November 03, 2010, 09:19:09 PM »
It'd be perfect for Signs.

1x1 Prints are too small, and 1x4x4 Prints are too big. We need a 1x2x2 print brick.
(I see no problem with scaling)

219
Suggestions & Requests / Round Prints
« on: September 30, 2010, 06:18:11 PM »
A print brick from a 1x1 round brick.
Make a soup can.

Id think it would be made by now, and if it is, Hell, I cant find it...

220
Modification Help / Need code debugger.
« on: September 30, 2010, 12:25:26 PM »
//Handgun.cs

//audio
datablock AudioProfile(HandgunShot1Sound)
{
   filename    = "./shot.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(HandgunBulletHitSound)
{
   filename    = "./bulletHit.wav";
   description = AudioClose3d;
   preload = true;
};


//muzzle flash effects
datablock ParticleData(HandgunFlashParticle)
{
   dragCoefficient      = 3;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 25;
   lifetimeVarianceMS   = 15;
   textureName          = "base/data/particles/star1";
   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(HandgunFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HandgunFlashParticle";

   uiName = "Handgun Flash";
};

datablock ParticleData(HandgunSmokeParticle)
{
   dragCoefficient      = 3;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 100;
   lifetimeVarianceMS   = 10;
   textureName          = "base/data/particles/cloud";
   spinSpeed      = 10.0;
   spinRandomMin      = -500.0;
   spinRandomMax      = 500.0;
   colors[0]     = "0.5 0.5 0.5 0.1";
   colors[1]     = "0.5 0.5 0.5 0.0";
   sizes[0]      = 0.1;
   sizes[1]      = 0.2;

   useInvAlpha = false;
};
datablock ParticleEmitterData(HandgunSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 2.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HandgunSmokeParticle";

   uiName = "Handgun Smoke";
};


datablock ParticleData(HandgunExplosionParticle)
{
   dragCoefficient      = 8;
   gravityCoefficient   = 0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 700;
   lifetimeVarianceMS   = 400;
   textureName          = "base/data/particles/cloud";
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   colors[0]     = "0.9 0.9 0.9 0.3";
   colors[1]     = "0.9 0.5 0.6 0.0";
   sizes[0]      = 0.65;
   sizes[1]      = 1.25;

   useInvAlpha = true;
};
datablock ParticleEmitterData(HandgunExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 3;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HandgunExplosionParticle";

   useEmitterColors = true;
   uiName = "Handgun Hit Dust";
};


datablock ParticleData(HandgunExplosionRingParticle)
{
   dragCoefficient      = 8;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 50;
   lifetimeVarianceMS   = 35;
   textureName          = "base/data/particles/star1";
   spinSpeed      = 500.0;
   spinRandomMin      = -500.0;
   spinRandomMax      = 500.0;
   colors[0]     = "1 1 0.0 0.9";
   colors[1]     = "0.9 0.0 0.0 0.0";
   sizes[0]      = 2;
   sizes[1]      = 0;

   useInvAlpha = false;
};
datablock ParticleEmitterData(HandgunExplosionRingEmitter)
{
   lifeTimeMS = 50;

   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HandgunExplosionRingParticle";

   useEmitterColors = true;
   uiName = "Handgun Hit Flash";
};

datablock ExplosionData(HandgunExplosion)
{
   //explosionShape = "";
   soundProfile = HandgunBulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = HandgunExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = HandgunExplosionRingEmitter;

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

   shakeCamera = true;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.1;
   camShakeRadius = 2.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};


AddDamageType("Handgun",   '<bitmap:add-ons/Weapon_Handgun/CI_Handgun> %1',    '%2 <bitmap:add-ons/Weapon_Handgun/CI_Handgun> %1',0.2,1);
datablock ProjectileData(HandgunProjectile)
{
   projectileShapeName = "./Handgunbullet.dts";
   directDamage        = 65;
   directDamageType    = $DamageType::Handgun;
   radiusDamageType    = $DamageType::Handgun;

   brickExplosionRadius = 4;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 35;
   brickExplosionMaxVolume = 8;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloati ng = 8;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse        = 800;
   verticalImpulse     = 200;
   explosion           = HandgunExplosion;
   particleEmitter     = ""; //HandgunBulletTrailEmitter;

   muzzleVelocity      = 150;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 10000;
   fadeDelay           = 5000;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

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

   uiName = "Handgun Bullet";
};

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

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

   //gui stuff
   uiName = "Handgun";
   iconName = "./Icon_Handgun";
   doColorShift = true;
   colorShiftColor = "0.25 0.25 0.25 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(HandgunImage)
{
   // Basic Item properties
   shapeFile = "./Handgun.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 = BowItem;
   ammo = " ";
   projectile = HandgunProjectile;
   projectileType = Projectile;


   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;

   doColorShift = true;
   colorShiftColor = HandgunItem.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]             = 0.15;
   stateTransitionOnTimeout[0]       = "Ready";
   stateSound[0]               = weaponSwitchSound;

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

   stateName[2]                    = "Fire";
   stateTransitionOnTimeout[2]     = "Smoke";
   stateTimeoutValue[2]            = 0.50;
   stateFire[2]                    = true;
   stateAllowImageChange[2]        = false;
   stateSequence[2]                = "Fire";
   stateScript[2]                  = "onFire";
   stateWaitForTimeout[2]         = true;
   stateEmitter[2]               = HandgunFlashEmitter;
   stateEmitterTime[2]            = 0.05;
   stateEmitterNode[2]            = "muzzleNode";
   stateSound[2]               = HandgunShot1Sound;

   stateName[3] = "Smoke";
   stateEmitter[3]               = HandgunSmokeEmitter;
   stateEmitterTime[3]            = 0.40;
   stateEmitterNode[3]            = "muzzleNode";
   stateTimeoutValue[3]            = 0.001;
   stateTransitionOnTimeout[3]     = "Reload";

   stateName[4]         = "Reload";
   stateSequence[4]                = "Reload";
   stateTransitionOnTriggerUp[4]     = "Ready";
   stateSequence[4]   = "Ready";

};

function HandgunImage::onFire(%this,%obj,%slot)
{
   if(%obj.getDamagePercent() < 1.0)
      %obj.playThread(2, shiftAway);
   Parent::onFire(%this,%obj,%slot);   
}
function HandgunImage::onMount(%this, %obj, %slot)
{   
   %obj.hidenode("RHand");
}


function HandgunImage::onUnMount(%this, %obj, %slot)
{   
   %obj.unhidenode("RHand");
}
      MissionCleanup.add(%p);
   }
   return %p;
};


Whats wrong?




221
Suggestions & Requests / CI Menu
« on: September 10, 2010, 07:28:59 PM »
Instead of replacing your default CI's with ones that other have made (or storing them elsewhere), there should be a CI select menu.

Dont want the pain emitter to be that old "Ouch!"? Change it! To..Confetti!
Why the hell not?

Like addon enable, it would hopefully be accessible in server with you only being able to use one at a time for obvious reasons.

This would be amazing.

222
Suggestions & Requests / Water Upgrade.
« on: September 09, 2010, 01:24:30 PM »
It just bothers me that on maps with water the water is allays crystal clear, either that or just an over-layer that obscures vision. I think the water should have limited advisability as in cloudiness so you can only see so far in water. I hate going into an ocean map and seeing all the land.

223
Faces, Decals, Prints / Poster Prints
« on: September 02, 2010, 08:14:55 PM »
Made these In my spare time. Random Movie/ Videogame posters for Miscellaneous uses. (High Def)





Oh, Fliers and and advertisements are in here too.


Fixed print error where Mirror Mare's Thumbnail was "Morror Mare" causing it not to show up.

Now on RTB

224
Suggestions & Requests / Smaller Vehicle spawns
« on: August 13, 2010, 05:01:12 PM »
It allays annoyed me how the vehicle spawns are so big (8x8). I say there should be smaller sized one like 6x6 4x4 and 2x2.

(4x4 zombie spawns from L4B break other addons so don't suggest me getting them, I though of it already)

225
Suggestions & Requests / Blockosoft Bill
« on: August 10, 2010, 09:23:24 AM »
Microsoft Sam spin-off in Blockland. Type a sentence and it'll play it like a sound. Why the hell not...

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