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Topics - Uxie

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31
Help / Duplicator Fail on Dedicated Servers
« on: January 13, 2011, 12:38:37 PM »
I try to duplicate something on a dedicated server. It doesn't work. It says I did. But I didn't. And in console, it's just a spammy mess of errors. But on non-dedi servers, I duplicate just fine.

32
Suggestions & Requests / A Keybind for the /hug Command
« on: January 07, 2011, 08:03:29 AM »
What if he had a keybind for this? If we treat it like an emote just like sit. So there is no reason why not to have it, really.

33
Faces, Decals, Prints / My First Face; Night Hair
« on: January 06, 2011, 09:13:59 AM »
I have created my first face. It's probably not the best, but it's not bad as well.



Download Here: http://download1235.mediafire.com/2q4653w9bekg/p8e66ywhrhsj9mn/Face_NightHair.zip

Enjoy!

34
Modification Help / Homing Player With Sword Weapon
« on: January 05, 2011, 01:23:54 PM »
How would I make a player aim at another player in a specific radius then thrust at it and attack it? How am I supposed to do this code?

35
Modification Help / The New Racing Gokart (Update #1)
« on: December 31, 2010, 12:27:38 PM »
I'm sure some of you remember my old crappy Racing Gokart.
Well, I've done some Remodeling.
I've got this other sorta crappy one that I don't like, and the base of another one.

And here's the base of my latest one.




The images being misshaped is a long story.
Tell me what you think. I am planning of releasing something here.

Below is the update!

36
Add-Ons / The Community Christmas Contest Add-Ons
« on: December 25, 2010, 10:28:28 AM »
I have DarkStar's and My Christmas Add-Ons done. If any other people who entered have finished their Add-Ons and would like them here, please PM them to me.

Christmas Hovercar
A hovercar made for Christmas. It is not paintable. It has emitters. But I don't have the emitters in my picture because of a problem with my computer. I can't see emitters in my servers. But I hope this is a good vehicle.
There is a glitch when it is to the side. It keeps going to that side. It turns slowly to keep it from tipping. It is also kinda slow. Another glitch is that is struggles on riding in non-flat terrains.

Download: http://download350.mediafire.com/0gbwtsasmyrg/kjccc8p1t4chyha/Vehicle_Christmas_HC.zip




Santa Mech
This is a Mech made by DarkStar. It shoots Candy Canes on the left cannon. The right one doesn't do anything. It has jumping sounds.

Download: http://www.mediafire.com/?1qprw8hc1ars68u



These came from this topic: http://forum.blockland.us/index.php?topic=138584.0
This topic may have Add-Ons updated.
So check back every once and a while and see if anything has changed in the topic!

37
Help / I can't see Particles/Emitters on my Server
« on: December 24, 2010, 07:46:12 AM »
Yes, whenever I start a server, I can't see my jets. I can't see emitters. The only thing I can see in bad quality is Vehicle tire emitters. I even disabled all my Add-Ons. Still doesn't work.

Why?

38
Modification Help / "The Community Christmas Contest" Add-Ons
« on: December 20, 2010, 02:43:04 PM »
Well, since the Community Christmas Contest was canceled by tommy631, maybe we can still do something with what we made for it.

Maybe we can package them up and release them. Or just separated releasing in the same topic. I think they belong together.

I think these are the people who entered and would like to enter.
Players Entered
  • Uxie
  • TheKhoz
  • DarkStar
  • ZSNO
  • Barakuda
  • BlockStar

Anyone in this list wanting to be removed will be removed.

If tommy631 decides to reopen the contest, I will close this.

This Topic is not meant/wanted to dislike tommy631 for anything he has disappointed us for.

Any other reasonable ideas will be appreciated.

39
Add-Ons / Basic Scooter V1
« on: November 26, 2010, 04:01:42 PM »
I have created another skating related vehicle. I named it the "Basic Scooter" because "Scooter" was taken. The maxwheelspeed 25. I have decided not to include the Ollie script. Since the scooter has two wheels, the ollie script only works when the scooter is up straight.


Pictures




Known Issues
On hard turns, the scooter bounces up a bit.
???

What Might Be In V2
Better Model
Fixes in "Known Issues"
???


Download
http://download259.mediafire.com/v9jayi7wxysg/yh9yu1ve8nkg53k/Vehicle_Basic_Scooter.zip

40
Modification Help / Having More Than One Vehicle Emitter
« on: November 13, 2010, 09:19:28 PM »
I have created another Vehicle as you can see in the attatchment below.
I have made a topic very similiar to this. What is the code for having Emitters to vehicles? My last attempt ended up with only Two emitters.

This is my Emitter Code.
Code: [Select]
datablock ParticleData(FireExhaustParticle)
{
   dragCoefficient      = 0;
   windCoefficient     = 0;
   gravityCoefficient   = 0;
   inheritedVelFactor   = 0.0;
   constantAcceleration = 0.0;
   spinRandomMin = -90;
   spinRandomMax = 90;
   lifetimeMS           = 500;
   lifetimeVarianceMS   = 0;
   textureName          = "base/data/particles/cloud";
   colors[0]     = "1 0 0 1";
   colors[1]     = "1 0.5 0 1";
   sizes[0]      = 0.6;
   sizes[1]      = 0.3;
};

datablock ParticleEmitterData(FireExhaustEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "FireExhaustParticle";
};

datablock ShapeBaseImageData(FireExhaustImage1)
{
   shapeFile = "base/data/shapes/empty.dts";
emap = false;

mountPoint = 2;
   rotation = "1 0 0 -90";

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

stateName[1] = "FireA";
stateTransitionOnTimeout[1] = "Done";
stateWaitForTimeout[1] = True;
stateTimeoutValue[1] = 10000;
stateEmitter[1] = FireExhaustEmitter;
stateEmitterTime[1] = 10000;

stateName[2] = "Done";
stateScript[2] = "onDone";
};
function FireExhaustImage1::onDone(%this,%obj,%slot)
{
%obj.unMountImage(%slot);
}
datablock ShapeBaseImageData(FireExhaustImage2)
{
   shapeFile = "base/data/shapes/empty.dts";
emap = false;

mountPoint = 3;
   rotation = "1 0 0 -90";

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

stateName[1] = "FireA";
stateTransitionOnTimeout[1] = "Done";
stateWaitForTimeout[1] = True;
stateTimeoutValue[1] = 10000;
stateEmitter[1] = FireExhaustEmitter;
stateEmitterTime[1] = 10000;

stateName[2] = "Done";
stateScript[2] = "onDone";
};
function FireExhaustImage2::onDone(%this,%obj,%slot)
{
%obj.unMountImage(%slot);
}

datablock ShapeBaseImageData(FireExhaustImage3)
{
   shapeFile = "base/data/shapes/empty.dts";
emap = false;

mountPoint = 4;
   rotation = "1 0 0 -90";

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

stateName[1] = "FireA";
stateTransitionOnTimeout[1] = "Done";
stateWaitForTimeout[1] = True;
stateTimeoutValue[1] = 10000;
stateEmitter[1] = FireExhaustEmitter;
stateEmitterTime[1] = 10000;

stateName[2] = "Done";
stateScript[2] = "onDone";
};
function FireExhaustImage3::onDone(%this,%obj,%slot)
{
%obj.unMountImage(%slot);
}
datablock ShapeBaseImageData(FireExhaustImage4)
{
   shapeFile = "base/data/shapes/empty.dts";
emap = false;

mountPoint = 5;
   rotation = "1 0 0 -90";

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

stateName[1] = "FireA";
stateTransitionOnTimeout[1] = "Done";
stateWaitForTimeout[1] = True;
stateTimeoutValue[1] = 10000;
stateEmitter[1] = FireExhaustEmitter;
stateEmitterTime[1] = 10000;

stateName[2] = "Done";
stateScript[2] = "onDone";
};
function FireExhaustImage4::onDone(%this,%obj,%slot)
{
%obj.unMountImage(%slot);
}
datablock ShapeBaseImageData(FireExhaustImage5)
{
   shapeFile = "base/data/shapes/empty.dts";
emap = false;

mountPoint = 6;
   rotation = "1 0 0 -90";

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

stateName[1] = "FireA";
stateTransitionOnTimeout[1] = "Done";
stateWaitForTimeout[1] = True;
stateTimeoutValue[1] = 10000;
stateEmitter[1] = FireExhaustEmitter;
stateEmitterTime[1] = 10000;

stateName[2] = "Done";
stateScript[2] = "onDone";
};
function FireExhaustImage5::onDone(%this,%obj,%slot)
{
%obj.unMountImage(%slot);
}

function FireExhaustCheck(%obj)
{
// return;
if(!isObject(%obj))
return;

%speed = vectorLen(%obj.getVelocity());
if(%speed < %obj.dataBlock.minFireExhaustSpeed)
{
if(%obj.getMountedImage(5) !$= "")
{
%obj.unMountImage(1);
%obj.unMountImage(2);
%obj.unMountImage(3);
%obj.unMountImage(4);
%obj.unMountImage(5);
}
}
else
{
if(%obj.getMountedImage(6) $= 0)
{
%obj.mountImage(FireExhaustImage1,2);
%obj.mountImage(FireExhaustImage2,3);
%obj.mountImage(FireExhaustImage3,4);
%obj.mountImage(FireExhaustImage4,5);
%obj.mountImage(FireExhaustImage5,6);
}
}

if(%speed < 1)
{
if(%obj.prop !$= "slow")
{
%obj.playThread(0,propslow);
%obj.prop = "slow";
}
}
else
{
if(%obj.prop !$= "fast")
{
%obj.playThread(0,propfast);
%obj.prop = "fast";
}
}

schedule(2000,0,"FireExhaustCheck",%obj);
}


Red = Not Emitter Joint
Green = Emitter Joint


This is working in Game atleast.

41
Modification Help / My Weapon Pack
« on: October 26, 2010, 06:19:52 PM »
I am working on another pack.
Only 3 guns are made.
I do not want to upload actual pictures right now.

Gattling Gun
Attatchment # One
It has a Rotating Animation. The Hands have a glove-like texture.
It it similiar to the minigun.


Camo Rifle
Attatchment # Two
This has a camo texture. The Hands have a glove-like texture, too.


Rocket Pistol
Attatchment # Three
This is an edit of the default Rocket Launcher.
It has things changes and scaled around to look good as a pistol. I remade the handle to match the rest.
The textures on this is not showing the textures because the default RL must somehow texture it differently.

Andthing I need to add or fix?

42
Modification Help / Pack - Racing Vehicles
« on: October 02, 2010, 07:51:09 AM »
I am currently working on a Vehicle pack. I have been working on the Dragracer and the F1 Racer for two to three weeks.

People dislike these and do not understand that they are not done. So I may not release them anymore.




These are what I have made.

    Vehicles Made
    • Dragracer
    • F1 Racer
    • Sports Car


                                               The Dragracer

    The Dragracer's MaxWheelSpeed is 90. The Dragracer has some problems. My Graphics Card or whatever it's called it screwed up. The Emitters are all low quality no matter what I set it to. I can only see most of the emitters and particles on other servers. I don't know why.
    This is my problem.
    I am currently working on The Exhaust emitters for my Dragracer. How do I get this to work for more than one joint? If only works on one of my exhaust pipes.
    [/list]
    Code: [Select]
    datablock ParticleData(DragTireParticle)
    {
       dragCoefficient      = 10;
       gravityCoefficient   = -0.15;
       inheritedVelFactor   = 0.2;
       constantAcceleration = 0.0;
       lifetimeMS           = 1250;
       lifetimeVarianceMS   = 150;
       textureName          = "base/data/particles/cloud";

    spinSpeed = 50.0;
    spinRandomMin = -500.0;
    spinRandomMax = 500.0;

       colors[0]     = "5.0 5.0 5.0 0.2";
       colors[1]     = "5.0 5.0 5.0 0.0";
       sizes[0]      = 0.2;
       sizes[1]      = 3.9;

       useInvAlpha = true;
    };

    datablock ParticleEmitterData(DragTireEmitter)
    {
       ejectionPeriodMS = 6;
       periodVarianceMS = 0;
       ejectionVelocity = 10;
       velocityVariance = 5.0;
       ejectionOffset   = 0.0;
       thetaMin         = 0;
       thetaMax         = 95;
       phiReferenceVel  = 0;
       phiVariance      = 360;
       overrideAdvance = false;
       particles = DragTireParticle;

       uiname = "Dragracer Tire Emitter";
    };

    datablock WheeledVehicleTire(DragBigTire)
    {
       shapeFile = "./DragBigTire.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 WheeledVehicleTire(DragSmallTire)
    {
       shapeFile = "./DragSmallTire.dts";

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

       // Spring that generates lateral tire forces
       lateralForce = 20000;
       lateralDamping = 6000;
       lateralRelaxation = 0.01;

       // Spring that generates longitudinal tire forces
       longitudinalForce = 18000;
       longitudinalDamping = 4000;
       longitudinalRelaxation = 0.01;
    };

    datablock WheeledVehicleSpring(DragSmallSpring)
    {
       // Wheel suspension properties
       length = 0.4; // Suspension travel
       force = 2500; //2000; // Spring force
       damping = 1500; //1500; // Spring damping
       antiSwayForce = 1; //1; // Lateral anti-sway force
    };

    datablock WheeledVehicleSpring(DragBigSpring)
    {
       // Wheel suspension properties
       length = 0.4; // Suspension travel
       force = 1700; //1550; // Spring force
       damping = 1000; //1000; // Spring damping
       antiSwayForce = 1; //1; // 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(DragracerVehicle)
    {
    category = "Vehicles";
    displayName = " ";
    shapeFile = "./dragracer.dts";
    emap = true;
    minMountDist = 3;
       
       numMountPoints = 1;
       mountThread[0] = "sit";

    maxDamage = 200.00;
    destroyedLevel = 200.00;
    speedDamageScale = 1.04;
    collDamageThresholdVel = 20.0;
    collDamageMultiplier   = 0.02;

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

    maxSteeringAngle = 0.6;  // Maximum steering angle, should match animation
    integration = 4;           // Force integration time: TickSec/Rate
    tireEmitter = DragTireEmitter; // 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 = 0.0;           // 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 = DragSmallTire;
    defaultSpring = DragBigSpring;
    flatTire = jeepflattire;
    flatSpring = jeepflatspring;

       numWheels = 4;

    // Rigid Body
    mass = 300;
    density = 5.0;
    drag = 3.0;
    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 = 9000;
    engineBrake = 2000;
    brakeTorque = 8000;
    maxWheelSpeed = 90;

    rollForce = 300;
    yawForce = 300;
    pitchForce = 300;
    rotationalDrag = 0.05;

       // Advanced Steering
       steeringAutoReturn = true;
       steeringAutoReturnRate = 3.0;
       steeringAutoReturnMaxSpeed = 4;
       steeringUseStrafeSteering = true;
       steeringStrafeSteeringRate = 0.1;

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



    // Sounds
    softImpactSound = slowImpactSound;
    hardImpactSound = fastImpactSound;
    //wheelImpactSound = slowImpactSound;

    //   explosion = VehicleExplosion;
    justcollided = 0;

       uiName = "Dragracer";
    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 = DragracerExplosionProjectile;
       initialExplosionOffset = 0;         //offset only uses a z value for now

       burnTime = 4000;

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

       minRunOverSpeed    = 20;   //how fast you need to be going to run someone over (do damage)
       runOverDamageScale = 30;   //when you run over someone, speed * runoverdamagescale = damage amt
       runOverPushScale   = 1000; //how hard a person you're running over gets pushed
    };

    function DragracerVehicle::onAdd(%this,%obj)
    {
    parent::onadd(%this,%obj);
    %obj.mountable = true;

    %obj.setWheelTire(0, DragSmallTire);
    %obj.setWheelTire(1, DragSmallTire);
    %obj.setWheelTire(2, DragBigTire);
    %obj.setWheelTire(3, DragBigTire);

    %obj.setWheelSpring(0, DragSmallSpring);
    %obj.setWheelSpring(1, DragSmallSpring);
    %obj.setWheelSpring(2, DragBigSpring);
    %obj.setWheelSpring(3, DragBigSpring);

    %obj.setWheelSteering(0,1);
    %obj.setWheelSteering(1,1);
    %obj.setWheelSteering(2,0);
    %obj.setWheelSteering(3,0);

    %obj.setWheelPowered(0,true);
        %obj.setWheelPowered(1,true);
    %obj.setWheelPowered(2,true);
    %obj.setWheelPowered(3,true);

       %obj.playthread(0,"propslow");

    DragracerSmokeCheck(%obj);

    }

    datablock ParticleData(DragExhaustParticle)
    {
       textureName          = "base/data/particles/cloud";
       dragCoefficient      = 0.0;
       windCoefficient      = 0.5;
       gravityCoefficient   = -0.5;
       inheritedVelFactor   = 0.2;
       lifetimeMS           = 300;
       lifetimeVarianceMS   = 0;
       useInvAlpha = true;
       spinRandomMin = 0.0;
       spinRandomMax = 0.0;

       colors[0]     = "0.7 0.5 0.2 0.7";
       colors[1]     = "0.7 0.7 0.7 0.07";
       colors[2]     = "0.75 0.75 0.75 0.0";

       sizes[0]      = 0.20;
       sizes[1]      = 0.25;
       sizes[2]      = 3;

       times[0]      = 0;
       times[1]      = 0.1;
       times[2]      = 1;
    };

    datablock ParticleEmitterData(DragExhaustEmitter)
    {
       ejectionPeriodMS = 10;
       periodVarianceMS = 0;
       ejectionVelocity = 0.5;
       velocityVariance = 0.0;
       ejectionOffset   = 0.1;
       thetaMin         = 0;
       thetaMax         = 180;
       phiReferenceVel  = 0;
       phiVariance      = 360;
       overrideAdvance = false;
       particles = "DragExhaustParticle";
    };

    datablock ShapeBaseImageData(DragExhaustImage1)
    {
       shapeFile = "base/data/shapes/empty.dts";
    emap = false;

    mountPoint = 6;
       rotation = "1 0 0 -90";

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

    stateName[1] = "FireA";
    stateEmitter[1] = DragExhaustEmitter;
    stateEmitterTime[1] = 10000;

    };

    function DragracerSmokeCheck(%obj)
    {
      %obj.mountImage(DragExhaustImage1,2);


    }


    Here are the pictures.




                                               The F1 Racer

    The F1 Racer has no current problems. It has a MaxWheelSpeed of 60.
    Here are the pictures.





                                               The Sports Car

    The Sports Car has no current problems. It has a MaxWheelSpeed of 55.
    Here are the pictures.





    _____________________________ _____________________________ _____________________________ _____________

                     Ideas and Suggestions
    I am willing to take suggestions to make my models better and fix mistakes.
    I am willing to take Ideas of racing vehicles as well. I can't come up with any racing vehicles. If you decide to give me an idea, please include pictures of the Front, Side, and Back. If you can't find some of these parts in the pictures, please describe that part the best you can.

    43
    Modification Help / Dragracer Vehicle Emitters
    « on: September 18, 2010, 02:01:19 PM »
    I am currently working on The Exhaust emitters for my Dragracer. How do I get this to wotk for more than one joint? If only works on one of my exhaust pipes.
    Code: [Select]
    datablock ParticleData(DragTireParticle)
    {
       dragCoefficient      = 10;
       gravityCoefficient   = -0.15;
       inheritedVelFactor   = 0.2;
       constantAcceleration = 0.0;
       lifetimeMS           = 1250;
       lifetimeVarianceMS   = 150;
       textureName          = "base/data/particles/cloud";

    spinSpeed = 50.0;
    spinRandomMin = -500.0;
    spinRandomMax = 500.0;

       colors[0]     = "5.0 5.0 5.0 0.2";
       colors[1]     = "5.0 5.0 5.0 0.0";
       sizes[0]      = 0.2;
       sizes[1]      = 3.9;

       useInvAlpha = true;
    };

    datablock ParticleEmitterData(DragTireEmitter)
    {
       ejectionPeriodMS = 6;
       periodVarianceMS = 0;
       ejectionVelocity = 10;
       velocityVariance = 5.0;
       ejectionOffset   = 0.0;
       thetaMin         = 0;
       thetaMax         = 95;
       phiReferenceVel  = 0;
       phiVariance      = 360;
       overrideAdvance = false;
       particles = DragTireParticle;

       uiname = "Dragracer Tire Emitter";
    };

    datablock WheeledVehicleTire(DragBigTire)
    {
       shapeFile = "./DragBigTire.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 WheeledVehicleTire(DragSmallTire)
    {
       shapeFile = "./DragSmallTire.dts";

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

       // Spring that generates lateral tire forces
       lateralForce = 20000;
       lateralDamping = 6000;
       lateralRelaxation = 0.01;

       // Spring that generates longitudinal tire forces
       longitudinalForce = 18000;
       longitudinalDamping = 4000;
       longitudinalRelaxation = 0.01;
    };

    datablock WheeledVehicleSpring(DragSmallSpring)
    {
       // Wheel suspension properties
       length = 0.4; // Suspension travel
       force = 2500; //2000; // Spring force
       damping = 1500; //1500; // Spring damping
       antiSwayForce = 1; //1; // Lateral anti-sway force
    };

    datablock WheeledVehicleSpring(DragBigSpring)
    {
       // Wheel suspension properties
       length = 0.4; // Suspension travel
       force = 1700; //1550; // Spring force
       damping = 1000; //1000; // Spring damping
       antiSwayForce = 1; //1; // 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(DragracerVehicle)
    {
    category = "Vehicles";
    displayName = " ";
    shapeFile = "./dragracer.dts";
    emap = true;
    minMountDist = 3;
       
       numMountPoints = 1;
       mountThread[0] = "sit";

    maxDamage = 200.00;
    destroyedLevel = 200.00;
    speedDamageScale = 1.04;
    collDamageThresholdVel = 20.0;
    collDamageMultiplier   = 0.02;

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

    maxSteeringAngle = 0.6;  // Maximum steering angle, should match animation
    integration = 4;           // Force integration time: TickSec/Rate
    tireEmitter = DragTireEmitter; // 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 = 0.0;           // 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 = DragSmallTire;
    defaultSpring = DragBigSpring;
    flatTire = jeepflattire;
    flatSpring = jeepflatspring;

       numWheels = 4;

    // Rigid Body
    mass = 300;
    density = 5.0;
    drag = 3.0;
    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 = 9000;
    engineBrake = 2000;
    brakeTorque = 8000;
    maxWheelSpeed = 90;

    rollForce = 300;
    yawForce = 300;
    pitchForce = 300;
    rotationalDrag = 0.05;

       // Advanced Steering
       steeringAutoReturn = true;
       steeringAutoReturnRate = 3.0;
       steeringAutoReturnMaxSpeed = 4;
       steeringUseStrafeSteering = true;
       steeringStrafeSteeringRate = 0.1;

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



    // Sounds
    softImpactSound = slowImpactSound;
    hardImpactSound = fastImpactSound;
    //wheelImpactSound = slowImpactSound;

    //   explosion = VehicleExplosion;
    justcollided = 0;

       uiName = "Dragracer";
    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 = DragracerExplosionProjectile;
       initialExplosionOffset = 0;         //offset only uses a z value for now

       burnTime = 4000;

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

       minRunOverSpeed    = 20;   //how fast you need to be going to run someone over (do damage)
       runOverDamageScale = 30;   //when you run over someone, speed * runoverdamagescale = damage amt
       runOverPushScale   = 1000; //how hard a person you're running over gets pushed
    };

    function DragracerVehicle::onAdd(%this,%obj)
    {
    parent::onadd(%this,%obj);
    %obj.mountable = true;

    %obj.setWheelTire(0, DragSmallTire);
    %obj.setWheelTire(1, DragSmallTire);
    %obj.setWheelTire(2, DragBigTire);
    %obj.setWheelTire(3, DragBigTire);

    %obj.setWheelSpring(0, DragSmallSpring);
    %obj.setWheelSpring(1, DragSmallSpring);
    %obj.setWheelSpring(2, DragBigSpring);
    %obj.setWheelSpring(3, DragBigSpring);

    %obj.setWheelSteering(0,1);
    %obj.setWheelSteering(1,1);
    %obj.setWheelSteering(2,0);
    %obj.setWheelSteering(3,0);

    %obj.setWheelPowered(0,true);
        %obj.setWheelPowered(1,true);
    %obj.setWheelPowered(2,true);
    %obj.setWheelPowered(3,true);

       %obj.playthread(0,"propslow");

    DragracerSmokeCheck(%obj);

    }

    datablock ParticleData(DragExhaustParticle)
    {
       textureName          = "base/data/particles/cloud";
       dragCoefficient      = 0.0;
       windCoefficient      = 0.5;
       gravityCoefficient   = -0.5;
       inheritedVelFactor   = 0.2;
       lifetimeMS           = 300;
       lifetimeVarianceMS   = 0;
       useInvAlpha = true;
       spinRandomMin = 0.0;
       spinRandomMax = 0.0;

       colors[0]     = "0.7 0.5 0.2 0.7";
       colors[1]     = "0.7 0.7 0.7 0.07";
       colors[2]     = "0.75 0.75 0.75 0.0";

       sizes[0]      = 0.20;
       sizes[1]      = 0.25;
       sizes[2]      = 3;

       times[0]      = 0;
       times[1]      = 0.1;
       times[2]      = 1;
    };

    datablock ParticleEmitterData(DragExhaustEmitter)
    {
       ejectionPeriodMS = 10;
       periodVarianceMS = 0;
       ejectionVelocity = 0.5;
       velocityVariance = 0.0;
       ejectionOffset   = 0.1;
       thetaMin         = 0;
       thetaMax         = 180;
       phiReferenceVel  = 0;
       phiVariance      = 360;
       overrideAdvance = false;
       particles = "DragExhaustParticle";
    };

    datablock ShapeBaseImageData(DragExhaustImage1)
    {
       shapeFile = "base/data/shapes/empty.dts";
    emap = false;

    mountPoint = 6;
       rotation = "1 0 0 -90";

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

    stateName[1] = "FireA";
    stateEmitter[1] = DragExhaustEmitter;
    stateEmitterTime[1] = 10000;

    };

    function DragracerSmokeCheck(%obj)
    {
      %obj.mountImage(DragExhaustImage1,2);


    }



    44
    Modification Help / Sword Problems 3/3 Fixed
    « on: September 16, 2010, 05:23:03 PM »
    I am currently making a Sword called "Legendary Blade". I have 3 problems.

    Fixed (The Sound fuction I used, PreFire, messed up the animation funtion)1: The Animation in both 1st and 3rd person won't work. I tried changing the eyeoffset to 0 as you can see in the code below.

    Fixed2: Is there a way to get my sword to play swing sounds? I have custom sounds for it. You can see what I tried to do in the script. That was removed. How would I do this?

    Fixed3: I have made a Custom CI that won't work. In console it says it doesn't exist. I have named the PNG as CI_LBlade. Size is 88x24.


    45
    Modification Help / Icon Help
    « on: September 07, 2010, 02:49:06 PM »
    I'm trying to get my Icon to work with Paint.Net. I have my picture at the right size.
    But when I paste it onto the template, the trans overlaps it. It covers all of what's there. It's like the trans isn't real. The Pic is zoomed in to help see the issue.
    I don't feel like uploading. So just the attachment.

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