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Messages - Dalek

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16
Off Topic / Re: Post real life pictures of yourself.
« on: September 04, 2009, 08:11:04 PM »
Earring, too.  Well, it's not as bad as having the white shoes, huge earrings, slicked back hair, and one of those white sweatshirts.  That is a superdouche, he only needs a bluetooth headset!
I think bigger studs would look better, but that's my normal expression, I don't normally smile in pictures so that's probably half of the duch bag look

17
Off Topic / Re: Post real life pictures of yourself.
« on: September 04, 2009, 06:19:29 PM »
a lot of guys have those earrings here too, bro. no worries. the forums tend to know nothing regarding what's acceptable to wear in society so it's best not to listen to them.
ever.
seriously.
Thanks man, its nice to have a nonjudgemental person around here

18
Off Topic / Re: Post real life pictures of yourself.
« on: September 04, 2009, 06:11:31 PM »
You people are quick to be ass holes if you have the slightest chance. Trying to feed your egos by insulting others is something I would expect from most of you people, so I'm going to drop this and go before I get myself banned.

19
Off Topic / Re: Post real life pictures of yourself.
« on: September 04, 2009, 05:56:06 PM »
Your town is full of gays.
or I may live in an urban city where "bling" is popular. Please drop it.

20
Off Topic / Re: Post real life pictures of yourself.
« on: September 04, 2009, 05:52:51 PM »
Does not matter, the earing itself looks like a earing that women wear to special events.
Diamond earings in guys are coomon where I live, its not my concern what your opinion of it is.

21
Off Topic / Re: Post real life pictures of yourself.
« on: September 04, 2009, 05:41:03 PM »
This and lol.Gay's these days.
That's not my right ear that's peirced

22
Off Topic / Re: Post real life pictures of yourself.
« on: September 04, 2009, 05:33:48 PM »
Bump

23
Modification Help / Re: KPt3's Add-On Edits
« on: September 04, 2009, 10:15:55 AM »
I have a short attention span, but I bet if I could complete just one successfully, I would probably want to do it more. And, thank you for telling me that, it made me feel good about myself... :3
Its very rewarding when done, I would offer to help you but I don't have the time.

24
Modification Help / Re: KPt3's Add-On Edits
« on: September 04, 2009, 10:02:51 AM »
Double post, but I wanted to say that these are totally new weapons, renamed and everything. So, I still have the originals of all of these weapons. i.e. I still have the original AS KR1, along with my edited version, the AS KR2
You should learn weapon making, you seem to have the brain compacity and basic knowledge of scripts.

25
Modification Help / Re: KPt3's Add-On Edits
« on: September 03, 2009, 11:21:32 PM »
They will be failed due to model stealing, If your going to edit weapons, keep them to yourself.


26
Modification Help / Re: I can't apply my own textures PLZ HELP!
« on: September 03, 2009, 10:45:07 AM »
Your blockland sounds messed up, I havn't heard of textures causing that big of a problem. Post your console.log.

27
Modification Help / Re: Melee weapon muzzlepoint? Blender
« on: September 03, 2009, 10:42:04 AM »
Yes you do.

28
Modification Help / Re: Staff lightsaber projectile problems
« on: September 03, 2009, 08:29:45 AM »
You used dmlsswing instead of dmlswing. dmlsswing does not exist. Also, what do you mean by it won't swing?
It makes a sound when you swing it. Any idea on why it wont fire projectiles?

29
Modification Help / Staff lightsaber projectile problems
« on: September 03, 2009, 02:16:41 AM »
My staff lightsaber wont fire a projectile on swings or make sounds, and i dont understand what Ive done wrong. Could someone please help me out?

Heres the code:
Code: [Select]
//dmls.cs
datablock AudioProfile(dmlsDrawSound)
{
   filename    = "./lrlsDraw.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(dmlstuffSound)
{
   filename    = "./lrlstuff.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(dmlsLoopSound)
{
   filename    = "./lrlsLoop.wav";
   description = AudioCloseLooping3d;
   preload = true;
};
datablock AudioProfile(dmlswingSound)
{
   filename    = "./lrlsSwing.wav";
   description = AudioClosest3d;
   preload = true;
};



//effects
datablock ParticleData(dmlloveplosionParticle)
{
   dragCoefficient      = 2;
   gravityCoefficient   = 1.0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   spinRandomMin = -90;
   spinRandomMax = 90;
   lifetimeMS           = 500;
   lifetimeVarianceMS   = 300;
   textureName          = "./spark";
   colors[0]     = "1.0 0.9 0.0 0.9";
   colors[1]     = "0.9 0.8 0.0 0.0";
   sizes[0]      = 0.2;
   sizes[1]      = 0.1;
};

datablock ParticleEmitterData(dmlloveplosionEmitter)
{
   ejectionPeriodMS = 4;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 60;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "dmlloveplosionParticle";

   uiName = "LEGO Mauls Lightsaber Hit";
};

datablock ExplosionData(dmlloveplosion)
{
   //explosionShape = "";
   lifeTimeMS = 300;

   soundProfile = dmlstuffSound;

   particleEmitter = dmlloveplosionEmitter;
   particleDensity = 8;
   particleRadius = 0.2;

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

   shakeCamera = true;
   camShakeFreq = "20.0 22.0 20.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 3;
   lightEndRadius = 0;
   lightStartColor = "1.0 0.0 0.0 0.8";
   lightEndColor = "0.8 0.0 0.0 0.5";
};


//projectile
AddDamageType("dmls",   '<bitmap:add-ons/Pack_LEGOweapons/CI_dmls> %1',    '%2 <bitmap:add-ons/Pack_LEGOweapons/CI_dmls> %1',0.75,1);
datablock ProjectileData(dmlsProjectile)
{
   directDamage        = 40;
   directDamageType  = $DamageType::dmls;
   radiusDamageType  = $DamageType::dmls;
   explosion           = dmlloveplosion;
   //particleEmitter     = as;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 100;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = true;
   lightRadius = 3.0;
   lightColor  = "1.0 0 0 0.5";

   uiName = "LEGO Mauls Lightsaber Slice";
};


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

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

//gui stuff
uiName = "LEGO Mauls Lightsaber";
iconName = "./icon_dmls";
doColorShift = false;
colorShiftColor = "0.471 0.471 0.471 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(dmlsImage)
{
   // Basic Item properties
   shapeFile = "./dmls.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 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 = false;

   eyeOffset = "0 0 0";

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = dmlsItem;
   ammo = " ";
   projectile = dmlsProjectile;
   projectileType = Projectile;

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

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.471 0.471 0.471 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]             = 0.5;
stateTransitionOnTimeout[0]      = "Ready";
stateSound[0]                    = dmlsDrawSound;
stateSequence[0] = "Activate";

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "ratck";
stateAllowImageChange[1]         = true;
stateSound[1] = dmlsLoopSound;
stateSequence[1] = "Ready";
stateTransitionOnTimeout[1]     = "Ready";
stateTimeoutValue[1]            = 0.0;


stateName[2] = "ratck";
stateAllowImageChange[2]        = false;
stateTimeoutValue[2]            = 0.1;
stateTransitionOnTimeout[2]     = "rback";
stateSound[2] = dmlsswingSound;
stateSequence[2] = "ratck";
stateAllowImageChange[2]        = false;
stateFire[2]                    = true;

stateName[3]                    = "rback";
stateTransitionOnTimeout[3]     = "checklfire";
stateTimeoutValue[3]            = 0.1;
stateSequence[3]                = "rback";
stateWaitForTimeout[3] = true;

stateName[4] = "checklfire";
stateTransitionOnTriggerUp[4] = "Ready";
stateTransitionOnTriggerDown[4] = "latck";

stateName[5]                    = "latck";
stateTransitionOnTimeout[5]     = "lback";
stateTimeoutValue[5]            = 0.1;
stateAllowImageChange[5]        = false;
stateWaitForTimeout[5] = true;
stateSequence[5]                = "latck";
stateSound[5] = dmlsswingSound;
stateFire[5]                    = true;

stateName[6]                    = "lback";
stateTransitionOnTimeout[6]     = "checkrfire";
stateTimeoutValue[6]            = 0.1;
stateSequence[6]                = "lback";
stateWaitForTimeout[6] = true;

stateName[7] = "checkrfire";
stateTransitionOnTriggerUp[7] = "Ready";
stateTransitionOnTriggerDown[7] = "ratck";

};

function dmlsImage::onMount(%this, %obj, %slot)
{
%obj.hidenode("RHand");
        %obj.hidenode("LHand");
}


function dmlsImage::onUnMount(%this, %obj, %slot)
{
%obj.unhidenode("RHand");
        %obj.unhidenode("LHand");
}

Heres the console error:
Code: [Select]
Loading Add-On: Pack_LEGOweapons (CRC:-437660630)
Executing Add-Ons/Pack_LEGOweapons/server.cs.
Executing Add-Ons/Pack_LEGOweapons/Weapon_lrls.cs.
Executing Add-Ons/Pack_LEGOweapons/Weapon_lgls.cs.
Executing Add-Ons/Pack_LEGOweapons/Weapon_lbls.cs.
Executing Add-Ons/Pack_LEGOweapons/Weapon_lpls.cs.
Executing Add-Ons/Pack_LEGOweapons/Weapon_wcb.cs.
Executing Add-Ons/Pack_LEGOweapons/Weapon_lbs.cs.
Executing Add-Ons/Pack_LEGOweapons/Weapon_lls.cs.
Executing Add-Ons/Pack_LEGOweapons/Weapon_ldls.cs.
Executing Add-Ons/Pack_LEGOweapons/Weapon_dmls.cs.
Object 'dmlsswingSound' is not a member of the 'AudioProfile' data block class
Object 'dmlsswingSound' is not a member of the 'AudioProfile' data block class

30
Modification Help / Re: How do you make a City RP or RPG
« on: September 02, 2009, 01:48:23 PM »
More like this:

Open notepad
Decide aah forget it and go watch tv

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