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Topics - Uxie

Pages: 1 [2] 3 4 5
16
Help / Invalid Packets / Crashes
« on: June 10, 2011, 11:04:17 AM »
I have no idea what's up with this. Not sure if it's just me, or many people. Whenever I join a server, every once and a while, I get an invalid packet disconnection or an instant crash of Blockland. I'm not sure why. Maybe a bad Add-On that's spreading around of what?

17
Modification Help / A Vehicle With a Turret the Wheels Don't Work
« on: June 07, 2011, 07:21:36 AM »
Yeah. I made a vehicle where it had wheels (obviously) and a turret. It has a problem where the wheels don't show. There must be something I can't seem to notice. For a long while I had this problem. So I just posted it here. The turret works, just not the wheels.

Code: [Select]
datablock TSShapeConstructor(MCTVMGDts)
{
baseShape  = "./MCTVMG.dts";
sequence0  = "./M_root.dsq root";

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

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

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

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

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

sequence22 = "./M_root.dsq talk"; 

sequence23 = "./M_root.dsq death1";

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

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

sequence34 = "./M_root.dsq sit";

sequence35 = "./M_root.dsq wrench";
};   


datablock PlayerData(MCTVMGPlayer)
{
   renderFirstPerson = true;
   emap = false;
   
   ShootOnClick=1;
   ShootOnClick_Hold=1;
ShootOnClick_ShootDelay=120;
ShootOnClick_ReShootDelay=120;//exec("add-ons/vehicle_MCTVMG/vehicle_MCTVMG.cs");
ShootOnClick_ProjectileCount=1;
ShootOnClick_RequiredSlot=0;
ShootOnClick_Sound=gunshot1Sound;

ShootOnClick_Projectile[0]=gunProjectile;
ShootOnClick_Position[0]="3 0 2";
ShootOnClick_Velocity[0]="200 0 0";
ShootOnClick_Scale[0]="1 1 1";


   className = Armor;
   shapeFile = "./MCTVMG.dts";
   cameraMaxDist = 8;
   cameraTilt = 0.261;
   cameraVerticalOffset = 2.3;
   computeCRC = false;
 
   canObserve = true;
   cmdCategory = "Clients";

   cameraDefaultFov = 90.0;
   cameraMinFov = 5.0;
   cameraMaxFov = 120.0;
   
   //debrisShapeName = "~/data/player/debris_player.dts";
   //debris = horseDebris;

   aiAvoidThis = true;

   minLookAngle = -1.5708;
   maxLookAngle = 0.2;
   maxFreelookAngle = 3.0;

   mass = 200;
   drag = 0.1;
   maxdrag = 0.52;
   density = 0.7;
   maxDamage = 250;
   maxEnergy =  10;
   repairRate = 0.33;
   energyPerDamagePoint = 75.0;

   rechargeRate = 0.4;

   runForce = 0 * 0;
   runEnergyDrain = 0;
   minRunEnergy = 0;
   maxForwardSpeed = 0;
   maxBackwardSpeed = 0;
   maxSideSpeed = 0;

   maxForwardCrouchSpeed = 0;
   maxBackwardCrouchSpeed = 0;
   maxSideCrouchSpeed = 0;

   maxForwardProneSpeed = 0;
   maxBackwardProneSpeed = 0;
   maxSideProneSpeed = 0;

   maxForwardWalkSpeed = 0;
   maxBackwardWalkSpeed = 0;
   maxSideWalkSpeed = 0;

   maxUnderwaterForwardSpeed = 0;
   maxUnderwaterBackwardSpeed = 0;
   maxUnderwaterSideSpeed = 0;

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

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

   recoverDelay = 0;
   recoverRunForceScale = 1.2;

   minImpactSpeed = 250;
   speedDamageScale = 3.8;

   boundingBox = vectorScale("2.5 2.5 1.7", 4);
   crouchBoundingBox = vectorScale("2.5 2.5 1.7", 4);
   proneBoundingBox = vectorScale("2.5 2.5 1.7", 4);

   pickupRadius = 0.75;
   
   // Damage location details
   boxNormalHeadPercentage       = 0.83;
   boxNormalTorsoPercentage      = 0.49;
   boxHeadLeftPercentage         = 0;
   boxHeadRightPercentage        = 1;
   boxHeadBackPercentage         = 0;
   boxHeadFrontPercentage        = 1;

   // Foot Prints
   //decalData   = HorseFootprint;
   //decalOffset = 0.25;

   jetEmitter = playerJetEmitter;
   jetGroundEmitter = playerJetGroundEmitter;
   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      = ImpactLightWaterEasySound;
   //impactWaterMedium    = ImpactLightWaterMediumSound;
   //impactWaterHard      = ImpactLightWaterHardSound;
   
   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;
   
   observeParameters = "0.5 4.5 4.5";

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

//uiName = "MCTV MG";
rideable = true;
   lookUpLimit = 0.6;
   lookDownLimit = 0.7;

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

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

   numMountPoints = 1;
   mountThread[0] = "armreadyboth";

   //protection for passengers
   protectPassengersBurn   = true;  //protect passengers from the burning effect of explosions?
   protectPassengersRadius = true;  //protect passengers from radius damage (explosions) ?
   protectPassengersDirect = false; //protect passengers from direct damage (bullets) ?
};

datablock ParticleData(MCTVSmokeParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -1;
inheritedVelFactor   = 0.6;
constantAcceleration = 0.0;
lifetimeMS           = 850;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.5 0.5 0.5 0.2";
colors[1]     = "0.5 0.5 0.5 0.0";
sizes[0]      = 0.6;
sizes[1]      = 0.8;

useInvAlpha = true;
};

datablock ParticleEmitterData(MCTVSmokeEmitter)
{
   ejectionPeriodMS = 10;
   periodVarianceMS = 4;
   ejectionVelocity = 3;
   velocityVariance = 2;
   ejectionOffset   = 0;
   thetaMin         = 0;
   thetaMax         = 50;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "MCTVSmokeParticle";


};

datablock ShapeBaseImageData(MCTVSmokeImage)
{
shapeFile = "base/data/shapes/empty.dts";
emap = false;

mountPoint = 1;

stateName[0]                  = "Ready";
stateTransitionOnTimeout[0]   = "FireA";
stateTimeoutValue[0]          = 0.01;

stateName[1]                  = "FireA";
stateTransitionOnTimeout[1]   = "FireB";
stateWaitForTimeout[1]        = True;
stateTimeoutValue[1]          = 0.05;
stateEmitter[1]               = vehicleFinalExplosionEmitter3;
stateEmitterTime[1]           = 0.05;

stateName[2]                  = "FireB";
stateTransitionOnTimeout[2]   = "FireC";
stateWaitForTimeout[2]        = True;
stateTimeoutValue[2]          = 0.05;
stateEmitter[2]               = vehicleExplosionEmitter;
stateEmitterTime[2]           = 0.05;

stateName[3]                  = "FireC";
stateTransitionOnTimeout[3]   = "Done";
stateWaitForTimeout[3]        = True;
stateTimeoutValue[3]          = 0.850;
stateEmitter[3]               = MCTVSmokeEmitter;
stateEmitterTime[3]           = 0.850;

stateName[4]                  = "Done";
stateScript[4]                = "onDone";
};
function MCTVSmokeImage::onDone(%this,%obj,%slot)
{
%obj.unMountImage(%slot);
}

datablock WheeledVehicleTire(MCTVTire)
{
   // Tires act as springs and generate lateral and longitudinal
   // forces to move the vehicle. These distortion/spring forces
   // are what convert wheel angular velocity into forces that
   // act on the rigid body.
   shapeFile = "./jeeptire.dts";

mass = 10;
    radius = 1;
    staticFriction = 5;
   kineticFriction = 5;
   restitution = 0.5;

   // Spring that generates lateral tire forces
   lateralForce = 18000;
   lateralDamping = 4000;
   lateralRelaxation = 0.01;

   // Spring that generates longitudinal tire forces
   longitudinalForce = 14000;
   longitudinalDamping = 2000;
   longitudinalRelaxation = 0.01;
};

datablock WheeledVehicleSpring(MCTVSpring)
{
   // Wheel suspension properties
   length = 0.2; // Suspension travel
   force = 6000; //3000; // Spring force
   damping = 800; //600; // Spring damping
   antiSwayForce = 6; //3; // Lateral anti-sway force
};

// Sounds //
////////////
datablock AudioProfile(fastImpactSound)
{
   filename    = "./fastimpact.WAV";
   description = AudioDefault3d;
   preload = true;
};
datablock AudioProfile(slowImpactSound)
{
   filename    = "./slowimpact.wav";
   description = AudioDefault3d;
   preload = true;
};


// Vehicle //
/////////////
datablock WheeledVehicleData(MCTVVehicle)
{
category = "Vehicles";
displayName = " ";
shapeFile = "./MCTV.dts"; //"~/data/shapes/skivehicle.dts"; //
emap = true;
minMountDist = 3;
   
   numMountPoints = 16;
   mountThread[0] = "sit";
   mountThread[1] = "sit";
   mountThread[2] = "sit";
   mountThread[3] = "root";
   mountThread[4] = "root";
   mountThread[5] = "root";
   mountThread[6] = "root";
   mountThread[7] = "sit";
   mountThread[8] = "sit";
   mountThread[9] = "sit";
   mountThread[10] = "root";
   mountThread[11] = "root";
   mountThread[12] = "root";
   mountThread[13] = "root";
   mountThread[14] = "root";
   mountThread[15] = "armreadyboth";

maxDamage = 600.00;
destroyedLevel = 600.00;
speedDamageScale = 1.04;
collDamageThresholdVel = 5.0;
collDamageMultiplier   = 0.01;

massCenter = "0 0 0";
   //massBox = "2 5 1";

maxSteeringAngle = 0.8;  // Maximum steering angle, should match animation
integration = 4;           // Force integration time: TickSec/Rate
tireEmitter = VehicleTireEmitter; // All the tires use the same dust emitter

// 3rd person camera settings
cameraRoll = false;         // Roll the camera with the vehicle
cameraMaxDist = 13;         // Far distance from vehicle
cameraOffset = 7.5;        // Vertical offset from camera mount point
cameraLag = 0.4;           // Velocity lag of camera
cameraDecay = 0.75;        // Decay per sec. rate of velocity lag
cameraTilt = 0.4;
   collisionTol = 0.1;        // Collision distance tolerance
   contactTol = 0.1;

useEyePoint = false;

defaultTire = MCTVTire;
defaultSpring = MCTVSpring;
//flatTire = jeepFlatTire;
//flatSpring = jeepFlatSpring;

   numWheels = 6;

// Rigid Body
mass = 300;
density = 5.0;
drag = 1.6;
bodyFriction = 0.6;
bodyRestitution = 0.6;
minImpactSpeed = 10;        // Impacts over this invoke the script callback
softImpactSpeed = 10;       // Play SoftImpact Sound
hardImpactSpeed = 15;      // Play HardImpact Sound
groundImpactMinSpeed    = 10.0;

// Engine
engineTorque = 9500; //4000;       // Engine power
engineBrake = 1500;         // Braking when throttle is 0
brakeTorque = 15000;        // When brakes are applied
maxWheelSpeed = 30;        // Engine scale by current speed / max speed

rollForce = 600;
yawForce = 400;
pitchForce = 800;
rotationalDrag = 0.2;

   // Advanced Steering
   steeringAutoReturn = true;
   steeringAutoReturnRate = 0.9;
   steeringAutoReturnMaxSpeed = 10;
   steeringUseStrafeSteering = true;
   steeringStrafeSteeringRate = 0.1;

// Energy
maxEnergy = 100;
jetForce = 3000;
minJetEnergy = 30;
jetEnergyDrain = 2;

splash = vehicleSplash;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 1.4;
splashEmitter[0] = vehicleFoamDropletsEmitter;
splashEmitter[1] = vehicleFoamEmitter;
splashEmitter[2] = vehicleBubbleEmitter;
mediumSplashSoundVelocity = 10.0;   
hardSplashSoundVelocity = 20.0;   
exitSplashSoundVelocity = 5.0;

//mediumSplashSound = "";
//hardSplashSound = "";
//exitSplashSound = "";

// Sounds
//   jetSound = ScoutThrustSound;
//engineSound = idleSound;
//squealSound = skidSound;
softImpactSound = slowImpactSound;
hardImpactSound = fastImpactSound;
//wheelImpactSound = slowImpactSound;

//   explosion = VehicleExplosion;
justcollided = 0;

   uiName = "MCTV ";
rideable = true;
lookUpLimit = 0.65;
lookDownLimit = 0.45;

paintable = true;
   
   damageEmitter[0] = VehicleBurnEmitter;
damageEmitterOffset[0] = "0.0 0.0 0.0 ";
damageLevelTolerance[0] = 0.99;

   damageEmitter[1] = VehicleBurnEmitter;
damageEmitterOffset[1] = "0.0 0.0 0.0 ";
damageLevelTolerance[1] = 1.0;

   numDmgEmitterAreas = 1;

   initialExplosionProjectile = MCTVExplosionProjectile;
   initialExplosionOffset = 0;         //offset only uses a z value for now

   burnTime = 4000;

   finalExplosionProjectile = MCTVFinalExplosionProjectile;
   finalExplosionOffset = 0.5;          //offset only uses a z value for now

   minRunOverSpeed    = 4;   //how fast you need to be going to run someone over (do damage)
   runOverDamageScale = 8;   //when you run over someone, speed * runoverdamagescale = damage amt
   runOverPushScale   = 1.2; //how hard a person you're running over gets pushed

   //protection for passengers
   protectPassengersBurn   = false;  //protect passengers from the burning effect of explosions?
   protectPassengersRadius = false;  //protect passengers from radius damage (explosions) ?
   protectPassengersDirect = false; //protect passengers from direct damage (bullets) ?
};

function MCTVVehicle::onAdd(%this,%obj)
{
   // 4 wheel steering
   %obj.setWheelSteering(0,1);
   %obj.setWheelSteering(1,1);
   %obj.setWheelSteering(2,0);
   %obj.setWheelSteering(3,0);
   %obj.setWheelSteering(4,0);
   %obj.setWheelSteering(5,0);

   // 4 wheel drive
   %obj.setWheelPowered(0,true);
   %obj.setWheelPowered(1,true);
   %obj.setWheelPowered(2,true);
   %obj.setWheelPowered(3,true);
   %obj.setWheelPowered(4,true);
   %obj.setWheelPowered(5,true);

   // turret
 %t = new AIPlayer()
 {
     dataBlock = MCTVMGPlayer;
 };
 MissionCleanup.add(%t);
 %obj.mountObject(%t, 15);
%obj.turret = %t;

%obj.creationTime = getSimTime();
%t.schedule(15,"rigTurret");
}
function Player::rigTurret(%obj)
{
   if(%obj.dataBlock !$= MCTVMGPlayer)
   return;

   if(!isObject(%obj))
   return;

   %parent = %obj.getObjectMount();
   if(!isObject(%parent))
   return;

   %obj.spawnBrick = %parent.spawnBrick;
   %obj.brickGroup = %parent.brickGroup;
}

function MCTVVehicle::onRemove(%this,%obj)
{
   if(isObject(%obj.turret))
   %obj.turret.delete();
}

function MCTVMGPlayer::onDriverLeave(%this,%obj)
{
   %obj.setTransform("0 0 0 0 0 0 0");
}
function MCTVMGPlayer::onDriverLeave(%this,%obj)
{
 
}

I think it's somewhere in this code below. Just from my knoledge of scripting vehicles I think it would be in here.
Code: [Select]
function MCTVVehicle::onAdd(%this,%obj)
{
   // 4 wheel steering
   %obj.setWheelSteering(0,1);
   %obj.setWheelSteering(1,1);
   %obj.setWheelSteering(2,0);
   %obj.setWheelSteering(3,0);
   %obj.setWheelSteering(4,0);
   %obj.setWheelSteering(5,0);

   // 4 wheel drive
   %obj.setWheelPowered(0,true);
   %obj.setWheelPowered(1,true);
   %obj.setWheelPowered(2,true);
   %obj.setWheelPowered(3,true);
   %obj.setWheelPowered(4,true);
   %obj.setWheelPowered(5,true);

   // turret
 %t = new AIPlayer()
 {
     dataBlock = MCTVMGPlayer;
 };
 MissionCleanup.add(%t);
 %obj.mountObject(%t, 15);
%obj.turret = %t;

%obj.creationTime = getSimTime();
%t.schedule(15,"rigTurret");
}

I also know- oops I forgot. - oh wait I remember. I also know that it shows no error at all in the vehicle. When I spawn it, and when it's executing.

18
Modification Help / Stating/Animation with Weapons
« on: May 19, 2011, 07:39:11 PM »
There is this problem I have with these two weapons that are completely similiar but color and naming. From TRON Legacy. The orange and blue Light discs. So, I copied the Spear script and edited it with quite some effort, but not alot. They have an issue I can't seem to fix.

They both do not play the animations to fire. They do fire after holding, but doesn't show the animations.

I will show the "LightdiscBlue" script just that because it is almost completely similiar to "LightdiscOrange". The orange one just has different colors and naming.

Code: [Select]
//LightdiscBlue.cs


datablock AudioProfile(LightdiscBlueExplosionSound)
{
   filename    = "./LightdiscHit.wav";
   description = AudioClose3d;
   preload = false;
};

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


//LightdiscBlue trail
datablock ParticleData(LightdiscBlueTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/dot";
//animTexName = " ";

// Interpolation variables
colors[0] = "0.0 0.7 0.9 0.9";
colors[1] = "0.0 0.9 1.0 0.8";
colors[2] = "1 1 1 0.0";
sizes[0] = 0.15;
sizes[1] = 0.35;
sizes[2] = 0.05;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
};

datablock ParticleEmitterData(LightdiscBlueTrailEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;

   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = LightdiscBlueTrailParticle;

   useEmitterColors = true;
   uiName = "LightdiscBlue Trail";
};


//effects
datablock ParticleData(LightdiscBlueExplosionParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 900;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/cloud";
//animTexName = "~/data/particles/cloud";

// Interpolation variables
colors[0] = "0.3 0.3 0.2 0.9";
colors[1] = "0.2 0.2 0.2 0.0";
sizes[0] = 4.0;
sizes[1] = 7.0;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(LightdiscBlueExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   lifeTimeMS    = 21;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "LightdiscBlueExplosionParticle";

   uiName = "LightdiscBlue Smoke";
   emitterNode = TenthEmitterNode;
};

datablock ParticleData(LightdiscBlueExplosionParticle2)
{
dragCoefficient = 0.1;
windCoefficient = 0.0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 500;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/chunk";
//animTexName = "~/data/particles/cloud";

// Interpolation variables
colors[0] = "0.0 0.0 0.0 1.0";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(LightdiscBlueExplosionEmitter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 7;
   ejectionVelocity = 15;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "LightdiscBlueExplosionParticle2";

   useEmitterColors = true;
   uiName = "LightdiscBlue Chunk";
   emitterNode = HalfEmitterNode;
};

datablock ExplosionData(LightdiscBlueExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 150;

   soundProfile = LightdiscBlueExplosionSound;

   emitter[0] = LightdiscBlueExplosionEmitter;
   emitter[1] = LightdiscBlueExplosionEmitter2;
   //particleDensity = 30;
   //particleRadius = 1.0;

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

   shakeCamera = true;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 15.0;

   // Dynamic light
   lightStartRadius = 4;
   lightEndRadius = 3;
   lightStartColor = "0.45 0.3 0.1";
   lightEndColor = "0 0 0";

   //impulse
   impulseRadius = 3.5;
   impulseForce = 2000;

   //radius damage
   radiusDamage        = 40;
   damageRadius        = 3.5;
};

//projectile
AddDamageType("LightdiscBlueDirect",   '<bitmap:add-ons/Weapon_Lightdisc/CI_Lightdisc> %1',       '%2 <bitmap:add-ons/Weapon_Lightdisc/CI_Lightdisc> %1',1,1);
datablock ProjectileData(LightdiscBlueProjectile)
{
   projectileShapeName = "./LightdiscBlue.dts";
   directDamage        = 50;
   directDamageType  = $DamageType::LightdiscBlueDirect;
   radiusDamageType  = $DamageType::LightdiscBlueDirect;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = LightdiscBlueExplosion;
   particleEmitter     = LightdiscBlueTrailEmitter;

   brickExplosionRadius = 0;
   brickExplosionImpact = true; //destroy a brick if we hit it directly?
   brickExplosionForce  = 20;
   brickExplosionMaxVolume = 200;
   brickExplosionMaxVolumeFloating = 200;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 20000;
   fadeDelay           = 19500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0.50;

   hasLight    = True;
   lightRadius = 3.0;
   lightColor  = "0 0 1";

   uiName = "Lightdisc Blue";
};


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

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

//gui stuff
uiName = "LightdiscBlue";
iconName = "./icon_LightdiscBlue";
doColorShift = true;
colorShiftColor = "0.400 0.196 0 1.000";

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

//function LightdiscBlue::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}

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

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   //eyeOffset = "0.1 0.2 -0.55";

   // 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 = LightdiscBlueItem;
   ammo = " ";
   projectile = LightdiscBlueProjectile;
   projectileType = Projectile;

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

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.400 0.196 0 1.000";

   // 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] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;

stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;

stateName[2]                    = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2]            = 0.7;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2]                  = "onCharge";
stateAllowImageChange[2]        = false;

stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0.3;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;

stateName[4] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
stateAllowImageChange[4] = false;

stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.5;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = false;
stateSound[5] = LightdiscBlueFireSound;
};

function LightdiscBlueImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, LightdiscBlueReady);
}

function LightdiscBlueImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}

function LightdiscBlueImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, LightdiscBlueThrow);
Parent::onFire(%this, %obj, %slot);
}

The states might have something to do with this I think.

19
Help / MAS Swarmfighter doesn't go away after updating on RTB
« on: May 19, 2011, 07:38:28 AM »
Yeah. Ever since if got updated, it still pops up as needs to be updated. I've updated so many times but it still says version 1 and needs to update. But I look in it's .zip and it says v2. Why?

20
Suggestions & Requests / Cut/Move Wand
« on: May 12, 2011, 03:31:30 PM »
Yeah. Like we have Copy & Paste. What about Cut & Paste? Sure you can duplicate and move. But then you have todelete from whatever distance you moved to. Cut, as most of you all know, just allows you to activate and move to a different location. I think this would be a useful tool.

And then maybe we can have a keybind for it?

21
Suggestions & Requests / OnPlayerStopTouch
« on: May 09, 2011, 04:08:03 PM »
Just as the title says. When the player gets off of the brick, the event is activated.

22
Version 1.2

This is just one of those soapbox derby cars that race non-motorized downhill. This is only one type of soapbox racer made. Soapbox racers often are built like this.



Changelog:
  • Fixed impact sounds to now be used from the jeep
  • Added a little extra options to add more characteristics to it
  • Just a little tweaking with the script making the motorized faster and both steer better.



It comes with two types:
  • Soapbox Racer
  • Soapbox Racer - Motorized



I made two types just because so you don't have to drive it downhill all the time. Drive it uphill! :D



Pictures:




Download!
Direct: http://download1129.mediafire.com/s6sy35v5uyeg/b5biiiidbvwrz3s/Vehicle_Soapbox_Racer.zip
Indirect: http://www.mediafire.com/?b5biiiidbvwrz3s

RTB Direct: http://forum.returntoblockland.com/dlm/getFile.php?id=3428
RTB Indirect: http://forum.returntoblockland.com/dlm/viewFile.php?id=3428




Have fun!

23
Add-Ons / Paper Airplane V2.2 (Fixed)
« on: March 19, 2011, 07:40:57 AM »
I recently have seen a request for this. So, I whipped it up. *Bam, just like that!* So, It may have a few glitches. That's why I have the communty here to help me find glitches and bugs. So, I might even make more types of planes in newer versions.

DO NOT POST THIS ANYWHERE. EVERYTHING I MAKE I RELEASE UNLESS YOU HAVE PERMISSION.

UPDATE: Changed the model down below the tail wing to look like it was cut/folder there.
Changed "Description.txt" to "description.txt".



You see how much I this guy enjoyed that? Well, that could be YOU! YES YOU. By simply downloading THIS below!

So go on! Download it!
http://download463.mediafire.com/j76qnmy8xgeg/mrbd4bgqfc4utrs/Vehicle_Paper_Airplane.zip

And if you find anything wrong with it, you just let me know and don't worry about it. I'll fix it.
        List of Bugs

24
Help / Mouse Wheel is Very Slow
« on: March 05, 2011, 07:45:02 PM »
Yeah, another problem. Now with my Windows 7, my mouse wheel is very slow and often unresponsive. Nomatter if I change my sensitivity on my computer or not. This slow mouse wheel is only slow on Blockland.

25
Help / "Blockland.exe has stopped working"
« on: March 05, 2011, 10:11:31 AM »
I just got Windows 7 and now Blockland doesn't work. It worked on my Windows XP, but not Windows 7. My console ends with
Code: [Select]
Video Init:
I tried a fresh install. No good.

26
Help / My Avatar Isn't Transparent
« on: March 01, 2011, 07:26:24 PM »
My avatar picture isn't transparent even though I tried to make it transparent.

27
Help / I can't see Administrators on my player list.
« on: February 03, 2011, 08:12:07 AM »
I have this problem where if I look in my player list, I see every player even the admins with just a -. I only see admin to those who have just been given Admin while I was there. Even when I am admin, when it says I'm not, I can't use it. This happens at every serer I join.

28
Modification Help / Turret Animations with Milkshape 3D
« on: January 19, 2011, 12:13:53 PM »
I can't seem to figure out how to get my animations properly. I look off of Stratofortress's turrets. But once it's in-game, it moves up and down really fast. I never set it to cycle. I have the animations of root and look. neither are set to cycle. Can someone help me with how to make animations properly? I've used the tutorials Azerath made. When I make a keyframe, then rotate the joint then make another keyframe, it doesn't play till I made another 1-2 keyframes. But it plays it backwards. So I have to animate in a weird way to make it look right. Can someone give me a detailed way to animate these? I have all the right joints.

29
Mapping Help / A Syntax Error in my Map?
« on: January 18, 2011, 11:35:44 AM »
I have been making my first map. So, when I try to load it to use, It's stuck on Waiting for Server... So, here's the syntax code I get from console.

Code: [Select]
Executing Add-Ons/Map_Shapeland/Shapeland.mis.
Add-Ons/Map_Shapeland/Shapeland.mis Line: 159 - Syntax error.
>>> Some error context, with ## on sides of error halt:
      shapeName = "./pyramid.dts";

   };

   new TSStatic() {

      position = "407.884 311.338 99.6";

      rotation = "1 0 0 0";

      scale = "3 3 3";

      shapeName = "./LargeCube.dts";

   };

   new MessageVector() {

   };

   new FileObject(-1.###I##ND) {

   };

   new FileObject(-1.#IND) {

   };

   new FileObject(-1.#IND) {

   };

   new FileObject(-1.#IND) {

   };

   new FileObject(-1.#IND) {

   };

   new FileObject(-1.#IND) {

   };

   new FileObject(-1.#IND) {

   };

   new FileObject(-1.#IND) {
>>> Error report complete.
Oh, and I also get these.
Code: [Select]
No 'MissionGroup' found in mission "".
Code: [Select]
base/server/mainServer.cs (405): Unable to find object: 'mainBrickGroup' attempting to call function 'add'
BackTrace: ->servAuthTCPobj::onLine->GameConnection::startLoad
Do these have to do with my map?

30
Modification Help / Pikmin Project Canceled
« on: January 16, 2011, 03:45:35 PM »
This project has been canceled due to UNH being broken up to U&N discluding Hydralisk.

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