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Messages - Google54

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16
Drama / Re: Stupid Bans, Kicks, and Mutes
« on: March 11, 2010, 05:16:23 PM »
I went to a server and said "Hi, may i plz have admin, and then he said the admin pass. so i put it in and i became admin and then he said "Where did you get admin from?" and then i said that i got it from hi and then he banned me for knowing the admin pass, wich is really stupid cause he was the one who gave me the admin pass in the first place. :cookieMonster: :cookieMonster:

17
Suggestions & Requests / Re: Legend of Zelda faces.
« on: March 11, 2010, 05:10:48 PM »
Ah hell. I might do some. I'll be unpacking my computer tonight, and I'll see if I can find my LoZ sprites I made years back.
THANK YOU!!!!!!

18
Add-Ons / Re: [Repost] Landscape Generator by NiXiLL/Lumirays
« on: March 11, 2010, 05:06:44 PM »
does anyone know how to make the methods work? other than that im fine, but plz tell me, im new with this. (LSG)

19
Help / Re: HOW DO YOU MAKE MODS????????????
« on: March 11, 2010, 04:35:53 PM »
You got to text writer what ever and write:
Code: [Select]
//NameOfYourGun.cs

//audio
datablock AudioProfile(NameOfYourGunShot1Sound)
{
   filename    = "./gunShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "./bulletHit.wav";
   description = AudioClose3d;
   preload = true;
};


//shell
datablock DebrisData(NameOfYourGunShellDebris)
{
shapeFile = "./gunShell.dts";
lifetime = 2.0;
minSpinSpeed = -400.0;
maxSpinSpeed = 200.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 3;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;

gravModifier = 2;
};


//muzzle flash effects
datablock ParticleData(NameOfYourGunFlashParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 25;
lifetimeVarianceMS   = 15;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.9 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.0";
sizes[0]      = 0.5;
sizes[1]      = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(NameOfYourGunFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "NameOfYourGunFlashParticle";

   uiName = "NameOfYourGun Flash";
};

datablock ParticleData(NameOfYourGunSmokeParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.5 0.5 0.5 0.9";
colors[1]     = "0.5 0.5 0.5 0.0";
sizes[0]      = 0.15;
sizes[1]      = 0.15;

useInvAlpha = false;
};
datablock ParticleEmitterData(NameOfYourGunSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "NameOfYourGunSmokeParticle";

   uiName = "NameOfYourGun Smoke";
};


datablock ParticleData(NameOfYourGunExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = 1;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 700;
lifetimeVarianceMS   = 400;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.9 0.9 0.3";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.75;

useInvAlpha = true;
};
datablock ParticleEmitterData(NameOfYourGunExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "NameOfYourGunExplosionParticle";

   useEmitterColors = true;
   uiName = "NameOfYourGun Hit Dust";
};


datablock ParticleData(NameOfYourGunExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 50;
lifetimeVarianceMS   = 35;
textureName          = "base/data/particles/star1";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "1 1 0.0 0.9";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 1;
sizes[1]      = 0;

useInvAlpha = false;
};
datablock ParticleEmitterData(NameOfYourGunExplosionRingEmitter)
{
lifeTimeMS = 50;

   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "NameOfYourGunExplosionRingParticle";

   useEmitterColors = true;
   uiName = "NameOfYourGun Hit Flash";
};

datablock ExplosionData(NameOfYourGunExplosion)
{
   //explosionShape = "";
soundProfile = bulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = NameOfYourGunExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = NameOfYourGunExplosionRingEmitter;

   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 = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};


AddDamageType("NameOfYourGun",   '<bitmap:add-ons/Weapon_NameOfYourGun/CI_NameOfYourGun> %1',    '%2 <bitmap:add-ons/Weapon_NameOfYourGun/CI_NameOfYourGun> %1',0.2,1);
datablock ProjectileData(NameOfYourGunProjectile)
{
   projectileShapeName = "./bullet.dts";
   directDamage        = 30;
   directDamageType    = $DamageType::NameOfYourGun;
   radiusDamageType    = $DamageType::NameOfYourGun;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse      = 400;
   verticalImpulse   = 400;
   explosion           = NameOfYourGunExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;

   muzzleVelocity      = 90;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

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

   uiName = "NameOfYourGun Bullet";
};

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

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

//gui stuff
uiName = "NameOfYourGun";
iconName = "./icon_NameOfYourGun";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(NameOfYourGunImage)
{
   // Basic Item properties
   shapeFile = "./NameOfYourGun.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; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix( "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 = true;

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

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

casing = NameOfYourGunShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;

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

   doColorShift = true;
   colorShiftColor = NameOfYourGunItem.colorShiftColor;//"0.400 0.196 0 1.000";

   //casing = " ";

   // 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]             = 0.15;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.14;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = NameOfYourGunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = NameOfYourGunShot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = NameOfYourGunSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.01;
stateTransitionOnTimeout[3]     = "Reload";

stateName[4] = "Reload";
stateSequence[4]                = "Reload";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "Ready";

};

function NameOfYourGunImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}
Then copy, paste that in notetote what ever. Find replease NameOfYourGun with it. and yeah.
its that long? nvm about making the mod.


Locking...

20
Help / Re: I'm having a hard time getting add-ons to work
« on: March 11, 2010, 04:33:56 PM »
do you have windows and mozilla firefox?
if so then when you downlaod them, in the little "Downloads" box, right click on the folder and hit "Open Containing Folder", and then right click on the folder in the new window and hit Extract All (wich is crucial) and then copy and paste to the add-ons folder and Voila!!!!! check them off, and they should work

21
Help / Re: I'm having a hard time getting add-ons to work
« on: March 11, 2010, 04:30:48 PM »
Did you extract them, because your not supposed to.
yah you are. cause when i dont extract them, they NEVER WORK!!!!!!!

22
Modification Help / Re: how do you make a model in ms3d?
« on: March 11, 2010, 03:53:58 PM »
thnx

Locking...

23
Modification Help / how do you make a model in ms3d?
« on: March 11, 2010, 03:20:47 PM »
i dunno how to make a model in ms3d, and i already have ms3d.

24
General Discussion / Re: Avatar Experts... Click here
« on: March 11, 2010, 03:17:43 PM »
can someone make me one? i would like a pickle with dual machine guns and a burger for a hat, and make it animated plz.

25
Help / Re: I'm having a hard time getting add-ons to work
« on: March 11, 2010, 03:08:00 PM »
do you have windows and mozilla firefox?

26
Help / Re: HOW DO YOU MAKE MODS????????????
« on: March 11, 2010, 03:07:22 PM »
any mod, like a mod to let pick weapons without any bricks or minis around.

27
Help / HOW DO YOU MAKE MODS????????????
« on: March 11, 2010, 02:19:32 PM »
i wanna know how to make mods, so plz dont flame, i dunno how.

28
Suggestions & Requests / Legend of Zelda faces.
« on: March 11, 2010, 02:17:07 PM »
Can someone plz make Legend of Zelda faces like, link, zelda, tetra, niko, etc. etc.

Plz reply

29
Faces, Decals, Prints / Re: Pikachu Face
« on: March 11, 2010, 02:15:48 PM »
nice, sortaAWESOME, I used to play Pokemon Platinum too, but i dont anymore.

30
how do yah join clans?

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