Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - MARBLE MAN

Pages: 1 2 3 4 [5] 6 7 8 9 10 ... 171
61
General Discussion / Re: Your Own Building Code
« on: January 02, 2014, 01:52:26 AM »
DAMNIT I WAS JUST ABOUT TO DO THIS.
I got a 3 replies warning because I waited 20 minutes to post

62
General Discussion / Re: Your Own Building Code
« on: January 02, 2014, 01:51:04 AM »
function buildingCode{commandtoserver('plantbrick');commandtoserver('supershiftbrick',1);schedule(16,0,buildingCode);}buildingCode();

63
Modification Help / Re: Will this code work? (events)
« on: January 01, 2014, 06:15:19 PM »
put it in, get a syntax error, learn from the error and correct it

64
General Discussion / Re: Best Server 2013
« on: January 01, 2014, 05:12:17 PM »
marble man's fresh tears

65
Suggestions & Requests / Re: Circuit Gamemode
« on: January 01, 2014, 02:40:36 PM »
what
he's talking about a race circuit, not an electronic component

66
Gallery / Re: [Story] - The Denial December Attack - DDoS Story
« on: January 01, 2014, 02:24:39 AM »
golf clap

67
General Discussion / Re: Blockland Titles
« on: December 31, 2013, 11:10:24 PM »
morbol - the egotistical skiddie prick

68
Add-Ons / Re: Rapid Rocket Launcher
« on: December 31, 2013, 01:01:42 AM »
I don't think you need to do that anymore. It's a default add-on and you'd be stupid to not enable it. JS.
I don't enable the rocket launcher

70
Suggestions & Requests / Re: i need a weapon script
« on: December 30, 2013, 07:43:57 PM »
function vectorSpread(%vector, %spread) {
   %x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
   %y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
   %z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;

   %mat = matrixCreateFromEuler(%x SPC %y SPC %z);
   return vectorNormalize(matrixMulVector(%mat, %vector));
}
function mImage::onFire(%data,%obj,%slot)
{
   %count=mFloor(%data.projectileCount);
   %spread=%data.projectileSpread;
   if(!%count)
      %count=1;
   %projectile = %data.projectile;
   %vector = %obj.getMuzzleVector(0);
   %muzzle = %obj.getMuzzlePoint(0);
   for(%i=0;%i<%count;%i++)
   {
      %proj = new Projectile()
      {
         datablock = %projectile;
         sourceObject = %obj;
         sourceSlot = %slot;
         client = %obj.client;
         initialPosition = %muzzle;
         initialVelocity = vectorScale(vectorSpread(%vector,%spread),%projectile.muzzleVelocity);
      };
      %proj.setScale("1 1 1");
      MissionCleanup.add(%proj);
   }
}
datablock ProjectileData(mImageTestProjectile:blankaBallProjectile)
{
   uiname = "mImage Projectile";
   muzzleVelocity=30;
};
datablock ItemData(mImageTestItem:PrintGun)
{
   uiname = "mImage Item";
   image = mImageTestImage;
   colorShiftColor="0 0.7 0 1";
};
datablock ShapeBaseImageData(mImageTestImage:PrintGunImage)
{
   projectile = mImageTestProjectile;
   projectileCount = 12;
   projectileSpread = 0.01;
   colorShiftColor="0 0.7 0 1";
   stateEmitter[2]="";
   stateSound[2]="";
   stateSequence[2]="";
};
function mImageTestImage::onFire(%data,%obj,%slot)
{
   mImage::onFire(%data,%obj,%slot);
}



I wrote some dandy code for this to work on Whatever weapon you want

Code: [Select]
function vectorSpread(%vector, %spread) {
%x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;

%mat = matrixCreateFromEuler(%x SPC %y SPC %z);
return vectorNormalize(matrixMulVector(%mat, %vector));
}
function mImage::onFire(%data,%obj,%slot)
{
   %count=mFloor(%data.projectileCount);
   %spread=%data.projectileSpread;
   if(!%count)
      %count=1;
   %projectile = %data.projectile;
   %vector = %obj.getMuzzleVector(0);
   %muzzle = %obj.getMuzzlePoint(0);
   for(%i=0;%i<%count;%i++)
   {
      %proj = new Projectile()
      {
         datablock = %projectile;
         sourceObject = %obj;
         sourceSlot = %slot;
         client = %obj.client;
         initialPosition = %muzzle;
         initialVelocity = vectorScale(vectorSpread(%vector,%spread),%projectile.muzzleVelocity);
      };
      %proj.setScale("1 1 1");
      MissionCleanup.add(%proj);
   }
}

Use it like this:

Here's some pseudo code:


datablock ShapeBaseImageData(myImage)
{
   projectile = mImageTestProjectile;
   projectileCount = 12;
   projectileSpread = 0.01;
};
function myImage::onFire(%data,%obj,%slot)
{
   mImage::onFire(%data,%obj,%slot);
}


Product from code from beginning:





Godspeed, my friend

tell me if damage doesn't work, because that might be a problem

71
Suggestions & Requests / Re: i need a weapon script
« on: December 30, 2013, 07:26:36 PM »
sure thing!

72
Suggestions & Requests / Re: Counter Strike bomb gamemode
« on: December 30, 2013, 07:19:02 PM »
When the bomb and weapons are finished I could add a shop system to my map using events and actually set it up to be playable.
gross, events

why don't I just code a weapon purchasing system of my own

73
General Discussion / Re: DDoS Attack - 2013/12/30
« on: December 30, 2013, 07:16:06 PM »
you can actually start blockland without having to download the manifest
blockland.exe ptlaax... something

74
Modification Help / Re: Hiding Nodes for Weapons
« on: December 30, 2013, 05:27:18 PM »
tell me how
spoon feeding is bad here

Use something like this:
ImageName::onMount(%imageData,%player,%invSlot)
and hide these nodes: lhand, rhand, lhook, rhook
to unhide:

ImageName::onUnMount(%imageData,%player,%invSlot)

and do something like this:
%client.applyBodyParts(); %client.applyBodyColors();

good luck

75
Modification Help / Re: Variable is becoming null, no idea why.
« on: December 30, 2013, 05:21:56 PM »
use tab separated lists like this

Pages: 1 2 3 4 [5] 6 7 8 9 10 ... 171