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Messages - Ladios

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11656
Music / Re: crazy frog music request
« on: May 30, 2007, 09:34:14 PM »
du de
du d-de du du
du de
du d-de du du
du de de
du du d-du
de deh duuuuuu
behp behp

11657
Off Topic / See Nate's Pic here!
« on: May 30, 2007, 09:18:02 PM »
lol

i post a nate

11658
General Discussion / Re: 3 people not to like, 570, 823, 618.
« on: May 30, 2007, 07:46:09 PM »
i saw a 900 the other day i thought

11659
AoT Clan Discussion / Re: The People of AoT
« on: May 30, 2007, 07:30:49 PM »
Well i have it installed.

Is that not enougth?
the thing crashes my computer so im stuck there
ill jsut be the manager though

11660
Clan Discussion / Re: I'm glad i'm banned!
« on: May 30, 2007, 07:29:10 PM »
who knows
when i first started playing rtb and i saw the ussr servers i was scared to go on them because of the name xD

11661
Gallery / Re: ciber tribe main
« on: May 29, 2007, 10:47:05 PM »
what is it...

11662
Suggestions & Requests / Re: Two Sided Bricks
« on: May 29, 2007, 10:31:38 PM »
yes please
this is a good idea.... but i dunno hwo it would eb dun

11663
Gallery / Re: ciber tribe main
« on: May 29, 2007, 10:21:31 PM »
O.o
o.O
w...t...f...

11664
Modification Help / Re: sword help
« on: May 29, 2007, 10:14:58 PM »
do you have a model for it?
right now this is the edited thing... but youll need to change the shape file
Code: [Select]
//knife.cs
datablock AudioProfile(knifeDrawSound)
{
   filename    = "./sound/swordDraw.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(knifeHitSound)
{
   filename    = "./sound/swordHit.wav";
   description = AudioClosest3d;
   preload = true;
};


//effects
datablock ParticleData(knifeExplosionParticle)
{
   dragCoefficient      = 2;
   gravityCoefficient   = 1.0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   spinRandomMin = -90;
   spinRandomMax = 90;
   lifetimeMS           = 500;
   lifetimeVarianceMS   = 300;
   textureName          = "base/data/particles/chunk";
   colors[0]     = "0.7 0.7 0.9 0.9";
   colors[1]     = "0.1 0.9 0.9 0.0";
   sizes[0]      = 0.5;
   sizes[1]      = 0.25;
};

datablock ParticleEmitterData(knifeExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 60;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "knifeExplosionParticle";
};

datablock ExplosionData(knifeExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 500;

   soundProfile = knifeHitSound;

   particleEmitter = knifeExplosionEmitter;
   particleDensity = 10;
   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 = "00.0 0.2 0.6";
   lightEndColor = "0 0 0";
};


//projectile
AddDamageType("knife",   '<bitmap:add-ons/ci/knife> %1',    '%2 <bitmap:add-ons/ci/knife> %1',1,1);
datablock ProjectileData(knifeProjectile)
{
   //projectileShapeName = "~/data/shapes/arrow.dts";
   directDamage        = 10;
   directDamageType  = $DamageType::knife;
   radiusDamageType  = $DamageType::knife;
   explosion           = knifeExplosion;
   //particleEmitter     = as;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

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

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


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

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

//gui stuff
uiName = "knife";
iconName = "./ItemIcons/knife";
doColorShift = true;
colorShiftColor = "0.471 0.471 0.471 1.000";

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

//function knife::onUse(%this,%user)
//{
// //if the image is mounted already, unmount it
// //if it isnt, mount it
//
// %mountPoint = %this.image.mountPoint;
// %mountedImage = %user.getMountedImage(%mountPoint);
//
// if(%mountedImage)
// {
// //echo(%mountedImage);
// if(%mountedImage == %this.image.getId())
// {
// //our image is already mounted so unmount it
// %user.unMountImage(%mountPoint);
// }
// else
// {
// //something else is there so mount our image
// %user.mountimage(%this.image, %mountPoint);
// }
// }
// else
// {
// //nothing there so mount
// %user.mountimage(%this.image, %mountPoint);
// }
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(knifeImage)
{
   // Basic Item properties
   shapeFile = "./shapes/sword.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   //eyeOffset = "0.1 0.2 -0.55";

   // 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 = "0.7 1.2 -0.25";

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

   // Projectile && Ammo.
   item = knifeItem;
   ammo = " ";
   projectile = knifeProjectile;
   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]                    = knifeDrawSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "PreFire";
stateAllowImageChange[1]         = true;

stateName[2] = "PreFire";
stateScript[2]                  = "onPreFire";
stateAllowImageChange[2]        = false;
stateTimeoutValue[2]            = 0.1;
stateTransitionOnTimeout[2]     = "Fire";

stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "CheckFire";
stateTimeoutValue[3]            = 0.2;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;
//stateTransitionOnTriggerUp[3] = "StopFire";

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


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


};

function knifeImage::onPreFire(%this, %obj, %slot)
{
//messageAll( 'MsgClient', 'knife prefired!!!');
//Parent::onFire(%this, %obj, %slot);
%obj.playthread(2, armattack);
}

function knifeImage::onStopFire(%this, %obj, %slot)
{
%obj.playthread(2, root);
//messageAll( 'MsgClient', 'stopfire');
}

11665
Off Topic / Re: Post real life pictures of yourself.
« on: May 29, 2007, 10:07:37 PM »
no, yo mom
and those are waffles

11666
AoT Clan Discussion / The People of AoT
« on: May 29, 2007, 09:59:58 PM »
shortend to TPOAOT
this clan will be the model of all clanly clans
amd will kill all noobs and restore peace to AoT
headquarters is the beach house thingy and the out fit is bright puples/pinks
please join
current memebers:

11667
Off Topic / Re: Post real life pictures of yourself.
« on: May 29, 2007, 09:57:31 PM »
You realise that picture is from LAST YEAR, right?

11668
Gallery / Re: my little gallery
« on: May 29, 2007, 09:41:50 PM »
my thing completely freaed out on that server

11669
Forum Games / Re: What is the person above you avatar saying?
« on: May 29, 2007, 09:39:29 PM »
i shall poke you with mah pixles!

11670
Forum Games / Re: What is the person above you avatar saying?
« on: May 29, 2007, 09:36:29 PM »
this is sparta, where we dont know words to songs

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