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Messages - Dalek

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136
Modification Help / Re: Sound problem
« on: June 27, 2009, 01:36:37 AM »
it worked fine before i tried adding the pullbacksound

137
Modification Help / Re: Sound problem
« on: June 27, 2009, 01:22:27 AM »
http://www.mediafire.com/?jj5gygynhi1 its too long to paste it in

138
Modification Help / Sound problem
« on: June 26, 2009, 11:58:49 PM »
Im working on a LOZ Ocorina of time slingshot. I tried adding a sound for the sling shot pulling back, the slingshot shows up in my add ons list but not my wrench gui. Can someone help me spot my problem in the script.

Code: [Select]
//Slingshot.cs

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

datablock AudioProfile(SlingshotFireSound)
{
   filename    = "./SlingshotFire.wav";
   description = AudioClosest3d;
   preload = true;
};

datablock AudioProfile(SlingshotPullSound)
{
   filename    = "./SlingshotPull.wav";
   description = AudioClosest3d;
   preload = true;
};

datablock ParticleData(seedTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 200;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = false;
animateTexture = false;
//framesPerSec = 1;

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

// Interpolation variables
colors[0] = "1 1 1 0.2";
colors[1] = "1 1 1 0.0";
sizes[0] = 0.2;
sizes[1] = 0.01;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(seedTrailEmitter)
{
   ejectionPeriodMS = 2;
   periodVarianceMS = 0;

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

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = seedTrailParticle;

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

//effects
datablock ParticleData(seedExplosionParticle)
{
dragCoefficient      = 5;
gravityCoefficient   = 0.1;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 500;
lifetimeVarianceMS   = 300;
textureName          = "base/data/particles/chunk";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.9 0.6 0.9";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.0;
};
datablock ParticleEmitterData(seedExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 80;
   thetaMax         = 80;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "seedExplosionParticle";

   useEmitterColors = true;
   uiName = "Seed Explosion";
};
datablock ExplosionData(seedExplosion)
{
   //explosionShape = "";
soundProfile = seedHitSound;

   lifeTimeMS = 150;

   particleEmitter = SeedExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = "";

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

   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 1;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};



datablock ParticleData(seedExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.3;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 500;
lifetimeVarianceMS   = 300;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.5 0.5 0.5 0.9";
colors[1]     = "0.5 0.5 0.5 0.0";
sizes[0]      = 0.45;
sizes[1]      = 0.0;

   useInvAlpha = true;
};
datablock ParticleEmitterData(seedExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 3;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "seedExplosionParticle";

   useEmitterColors = true;
   uiName = "Seed Vanish";
};
datablock ExplosionData(seedExplosion)
{
   //explosionShape = "";
soundProfile = "";

   lifeTimeMS = 50;

   emitter[0] = seedExplosionEmitter;

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

   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 1;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};



AddDamageType("seedDirect",   '<bitmap:add-ons/Weapon_Slingshot/CI_seed> %1',    '%2 <bitmap:add-ons/Weapon_Slingshot/CI_seed> %1',0.5,1);

datablock ProjectileData(seedProjectile)
{
   projectileShapeName = "./seed.dts";
   directDamage        = 30;
   directDamageType    = $DamageType::seedDirect;
   radiusDamageType    = $DamageType::seedDirect;

   radiusDamage        = 0;
   damageRadius        = 0;

   explosion             = seedExplosion;
   stickExplosion        = seedStickExplosion;
   bloodExplosion        = seedStickExplosion;
   particleEmitter       = seedTrailEmitter;
   explodeOnPlayerImpact = true;
   explodeOnDeath        = true; 

   armingDelay         = 0;
   lifetime            = 4000;
   fadeDelay           = 4000;   
   bounceFriction      = 0.0;
   bounceElasticity    = 0.0;   
   isBallistic         = false
   gravitymod = 2.0;


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

   muzzleVelocity      = 65;
   velInheritFactor    = 1;

   uiName = "Seed";
};


//////////
// item //
//////////
datablock ItemData(SlingshotItem)
{
category = "Weapon"; 
className = "Weapon";

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

//gui stuff
uiName = "Slingshot";
iconName = "./icon_Slingshot";
doColorShift = false;
colorShiftColor = "0.0 0.0 0.0 0.0";

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

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

   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = 0; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix( "0 0 10" );

   correctMuzzleVector = true;

   className = "WeaponImage";

   // Projectile && Ammo.
   item = BowItem;
   ammo = " ";
   projectile = seedProjectile;
   projectileType = Projectile;

   melee = false;
   //raise your arm up or not
   armReady = true;

   doColorShift = false;
   colorShiftColor = BowItem.colorShiftColor;//"0.400 0.196 0 1.000";

   //casing = " ";


   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.0;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;
stateTimeoutValue[1] = 0.2;
stateSequence[1]                 = "Ready";
stateSound[1] = SlingshotPullSound

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Reload";
stateTimeoutValue[2]            = 0.3;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateSound[2] = SlingshotFireSound;

stateName[3] = "Reload";
stateSequence[3]                = "Reload";
stateAllowImageChange[3]        = false;
stateTimeoutValue[3]            = 0.5;
stateWaitForTimeout[3] = true;
stateTransitionOnTimeout[3]     = "Check";

stateName[4] = "Check";
stateTransitionOnTriggerUp[4] = "StopFire";
stateTransitionOnTriggerDown[4] = "Fire";

stateName[5]                    = "StopFire";
stateTransitionOnTimeout[5]     = "Ready";
stateTimeoutValue[5]            = 0.2;
stateAllowImageChange[5]        = false;
stateWaitForTimeout[5] = true;
//stateSequence[5]                = "Reload";
stateScript[5]                  = "onStopFire";


};



Any help will be greatly appreciated.

139
Modification Help / Re: animations help
« on: June 26, 2009, 10:12:44 PM »
See like when you click it will show like its loading?
Then when it fires it shows a ball or rock shooting out
On_Topic:Dont know
Well its actually like the LOZ slingshot and im trying to keep the animation close to the ocorina of time animation

140
Modification Help / Re: animations help
« on: June 26, 2009, 10:11:28 PM »
No idea. What software are you using?

ms3d

141
Modification Help / Re: animations help
« on: June 26, 2009, 03:34:13 PM »
bump

142
Modification Help / animations help
« on: June 26, 2009, 04:09:19 AM »
im currently working on a slingshot item, and ive got the animation down but i need to know one thing:
If i want to make one animation before fireing and one during fireing what do i name the animation that happens before fireing?

143
Modification Help / Back and head mount point name
« on: June 25, 2009, 11:29:21 PM »
Figured it out

144
Modification Help / Re: Left and right click weapons example
« on: June 24, 2009, 12:38:41 AM »
Racer's TF2 Flamethrower or D&R MP7.
Thank you destiny

145
Modification Help / Left and right click weapons example
« on: June 24, 2009, 12:21:29 AM »
Can i have an example of a weapon that fires one projectile when you left click and a different projectile when you right click. Could someone give me an example script or tell me of a weapon that would have a good script to read so i can learn this.

146
General Discussion / Re: some examples
« on: June 24, 2009, 12:12:41 AM »
Probably in Coding Help, and with a better title.
Ok sorry ill lock this topic.

147
General Discussion / locked please remove
« on: June 24, 2009, 12:09:50 AM »
locked please remove

148
Add-Ons / Re: New Weapon: Dodgeball
« on: June 23, 2009, 06:38:21 PM »
i could script it to bounce and drop out ofyur inventory when thrown

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