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Messages - Uxie

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1321
Suggestions & Requests / Re: Stalking Vehicle
« on: November 14, 2010, 09:20:31 AM »
If the front is pointy, it would look ugly.

1322
Add-Ons / Re: Basic Skateboard V2
« on: November 14, 2010, 08:25:10 AM »
I'd be honestly quite surprised if that code overwrote it, on account of it being totally different - there's no servercmd in there, there's no reference to the hoverboard, etc. It's completely handwritten and separate.
It works.
V3, here we come.

Just a few tweaks and we'll be done.

1323
Modification Help / Having More Than One Vehicle Emitter
« on: November 13, 2010, 10:19:28 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.

1324
Suggestions & Requests / Re: Stalking Vehicle
« on: November 13, 2010, 10:08:32 PM »
Finished for now.

1325
Help / Re: Sqlite Error
« on: November 13, 2010, 09:09:24 PM »
To fix this, just delete the cache file in your blockland folder every once and a while. I don't understand why it works, but it does. On my laptop, I have the same problem.

1326
Suggestions & Requests / Re: cache db. STILL not working in v19
« on: November 13, 2010, 07:23:33 PM »
Re Install. That fixed my Laptop's problem with that.
Anyways, I dislike the Cache file in the Blockland folder. When you somewhat download all those, you end up with over 150,000 KB.

1327
Suggestions & Requests / Re: Stalking Vehicle
« on: November 13, 2010, 05:39:12 PM »
Looks like I have a new project.

1328
Add-Ons / Re: Basic Skateboard V2
« on: November 12, 2010, 09:56:33 PM »
I'd be honestly quite surprised if that code overwrote it, on account of it being totally different - there's no servercmd in there, there's no reference to the hoverboard, etc. It's completely handwritten and separate.
Oh, I never thought about the servercmd in it.
Thanks.

1329
stripping
Lol

Anyways, Do you have any groups or model parts that are named the same?
Or the number at the end is 0?

1330
Add-Ons / Re: Basic Skateboard V2
« on: November 12, 2010, 03:23:42 PM »
If you Hadn't noticed, I've tried that many times. It just that it overwrites the Hoverboard's script and screws it up.

1331
Modification Help / Re: Custom Creep Kill Model
« on: November 11, 2010, 09:53:26 AM »
It's difficult to turn  detailed model to be more Blocky, but it looks good.

1332
Add-Ons / Re: Basic Skateboard V2
« on: November 11, 2010, 09:49:03 AM »
No, I'm jus going to give a direct link.

Anyways, It's done!

1333
Add-Ons / Re: Basic Skateboard V2
« on: November 10, 2010, 08:25:10 AM »
The build is just a groupof people's work to build a skatepark. If I could get Torque Constructor to work, I make a map.

Anyways, I'm going to make a gravity Skateboard now.

1334
Add-Ons / Re: Sentry and Sapper: 11/6/10
« on: November 07, 2010, 08:08:53 AM »
Wasn't the  Sapper those Boxing Glove things?

1335
General Discussion / Re: spartan101
« on: November 07, 2010, 08:02:52 AM »
Seriously? This belongs in Drama.

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