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Topics - Welknair

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31
Yes, a shield to go with the spear.

I can't imagine it would be too difficult given we already have the shield for the sword. I just thought it would help even the two and open up some interesting possibilities for Greek war games (300, anyone?).

Edit: Here is the topic of the original: http://forum.blockland.us/index.php?topic=83846.0

This would work exactly the same but would have a different model and work with the spear instead of with the sword.

32
Help / How to port from previous versions/Get RTB2 Addons
« on: April 07, 2010, 11:31:28 PM »
I think that these instructions may be useful for a number of noobs. If you have any things that you think should be changed or general comments on it, please post.

Step 1. Go to the following site.
http://returntoblockland.com/archive/

Step 2. Find what you want to download (ctrl+F)

Step 3. Put it in your addons folder.

Step 4. Look for the addon on these forums

Step 5. Find the link to the download (link itself won't work as it should link to RTB2 or the like)

Step 6. Change the name of the addon you downloaded to match that of the link in the forums.

Step 7. Enable.

Step 8. Enjoy.

Note: I think this goes in help as it is helping people... It doesn't seem to fit anywhere else.

33
Help / Broken Jets
« on: April 07, 2010, 07:50:18 PM »
My jets sputter on and off randomly... They almost always turn off when I try to move in a direction while flying. I've tried disabling all of my addons except defaults and setting all controls to default and I still have the problem. Can anyone help?

34
Modification Help / Standard Player
« on: April 07, 2010, 05:48:13 PM »
I'm a new scripter and am going to try to get into it by making playertypes. I've taken a look at existing ones and they seem simple enough. However, I cannot find the standard player in the addons folder and assume it is either in a different folder, or is managed by the game itself as constants. Either way, could someone post the script for the standard player so I know what the default values are?

35
Suggestions & Requests / More Magic
« on: April 07, 2010, 05:44:07 PM »
The elemental spell pack is one of my favorite addons and I would like to see more like it. Maybe some more utilitarian spells (Feather Fall from DnD comes to mind). A shielding spell, kind of like the passive effect of the earth magic? Chain lightning would epic against a bot army, but it may be too hard to make...

Anyways, post here your thoughts about the possibility and any other spells you would like to see made.



Spell Ideas so far:

Feather Fall (You fall. Like a feather.)
Basic Healing Spell (without bolt of light)
Summoning Spell (Ridiculously complicated, but would be awesome)
Double Damage Buff
Shielding Spell (see Kevin's first post for details)
Leveled Elemental Spells (i.e. various levels of existing spells with slightly varying effects)
Buffs in general
Chain Lightning (Very difficult, if not impossible to make)
Magic Missile (shoots an orb of force and is possibly heat seeking)

Magic-type model for the portal gun

36
Suggestions & Requests / onKill
« on: April 06, 2010, 09:50:07 AM »
 It's an input event that is triggered when a player kills another player! It could be used for all sorts of scenarios from kill counters to RP set ups and the like. As for where to put it, it would be put on an out-of the way master kill brick, that holds all of those events and changes VCE variables accordingly. Thoughts?

37
Suggestions & Requests / Remote Turret
« on: March 07, 2010, 04:08:16 PM »
Wouldn't it be awesome if there was some way to have a RC-ed turret that could actually fire? The RC tool and the Vehicle Control events allow you to control the turret, but neither allow you to fire it. I recently discovered the wonders of playerSpawnProjectile, but was saddened to find that using it in combination with setPlayerCamera didn't cause you to shoot out of the brick. In a spaceship, you aren't really going to have people out on top of the ship to man the turrets. No, you're going to have control panels. Anyone know how to achieve this or whether or not it would be possible to make an addon for this?

38
General Discussion / Building Rights
« on: March 01, 2010, 11:06:16 PM »
I have ephialtes' Building Rights Addon, but I don't know how to use it. Since it's RTB2, the description isn't available. I've looked at some threads here but can't get a clear idea of what it actually DOES. Can anyone give me a brief summary or a link to one?

39
Suggestions & Requests / Staff
« on: February 21, 2010, 04:58:38 PM »
It's like the stick. But bigger. Is that not the simplest addon in the world? A basic staff. Melee attack script, looks like a big stick. Gandalf the grey-y preferably.

40
Suggestions & Requests / Extended Bot Models
« on: February 19, 2010, 12:53:13 AM »
For use with Amade's bot mod. Monsters? Animals? Walking trees? Would work just like Standard Bot except you probably couldn't dress them and they would probably have a custom weapon each or some natural means of attack. (The shark bites you, you don't give it a sword)

41
Suggestions & Requests / Drawbridge
« on: February 19, 2010, 12:43:29 AM »
Not that much to ask... Just a castle drawbridge for JVS... Like most JVS doors, cept it's solid when fully opened, as to have people pass over it.

42
Suggestions & Requests / Prefabricated Structures
« on: February 18, 2010, 09:06:14 PM »
I had the idea for Prefabricated structures. It would be something along the lines of a brick that you place down, and it places a number of individual bricks in a set formation. Would this be at all possible? If it is, the next step would be able to use a tool to save these prefabs for later (much later) use. This would allow you to use a "Saver" tool on a basebrick (much like a duplicator) but instead of short term save, it would save to your brick tabs. I think this would be VERY useful...

43
Modification Help / In game coding
« on: February 09, 2010, 02:48:49 PM »
Is there a way to code without having to leave bl? I think I heard something about it, but I don't remember where...

44
Modification Help / Bomb
« on: February 05, 2010, 09:46:14 AM »
Hi, all! I'm working on my first mod and am focusing on just getting the code done. It's SUPPOSED to be a bomb, that drops straight down, and explodes on impact. I thought that would be pretty simple and some people may even consider downloading it. Anyways... Originally I was basing my script off of the frag grenade (nice explosion, plus it exit from your inventory). Only then did I learn that it's 15 printed pages long. After some tinkering, I encountered problems with the pin pull, the charge time, the animation, the shrapnel... and I decided it would be easier just to modify the gun, which I have limited experience with. I tried to first change projectile direction and speed, along with the gravity, so the bullet (bomb) always goes down. Then I wanted the thing to actually explode (I don't have the graphic yet, but I think I can just enlarge that from the RL or grenade). And of course, It should exit from your inventory. Right now.... it doesn't really work. I haven't gotten rid of the shell, so it's the only indication of an explosion, as it rides the shockwave (I think). If you touch it or are close to the ground when you use the bomb, it hurts you (I haven't changed damage from that of the base bullet). I thought I could get it to drop from your inventory by Copy/Pasting the part of the script that that "slot", "CurSlot" and those, assuming they were what did the trick. I got it to the point where you have to switch slots when you use it and the image disappears from in front of you. Help please? (I didn't change many of the names, and yes, I know I have two sets of explosions)

//bomb.cs

//audio
datablock AudioProfile(gunShot1Sound)
{
   filename    = "./gunShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "./bulletHit.wav";
   description = AudioClose3d;
   preload = true;
};


//shell
datablock DebrisData(gunShellDebris)
{
   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 AudioProfile(fragGrenadeExplosionSound)
{
   filename    = "./FragExplode.wav";
   description = AudioDefault3d;
   preload = false;
};

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

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

datablock DebrisData(fragGrenadePinDebris)
{
   shapeFile = "./FragGrenadepin.dts";
   lifetime = 5.0;
   minSpinSpeed = -400.0;
   maxSpinSpeed = 200.0;
   elasticity = 0.5;
   friction = 0.2;
   numBounces = 3;
   staticOnMaxBounce = true;
   snapOnMaxBounce = false;
   fade = true;

   gravModifier = 2;
};

datablock ParticleData(fragGrenadeExplosionParticle)
{
   dragCoefficient      = 1.0;
   windCoefficient      = 0.0;
   gravityCoefficient   = -0.2;
   inheritedVelFactor   = 0.0;
   constantAcceleration   = 0.0;
   lifetimeMS      = 4000;
   lifetimeVarianceMS   = 3990;
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   useInvAlpha      = true;
   animateTexture      = false;
   //framesPerSec      = 1;

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

   // Interpolation variables
   colors[0]   = "0.2 0.2 0.2 1.0";
   colors[1]   = "0.25 0.25 0.25 0.2";
   colors[2]   = "0.4 0.4 0.4 0.0";

   sizes[0]   = 2.0;
   sizes[1]   = 10.0;
   sizes[2]   = 13.0;

   times[0]   = 0.0;
   times[1]   = 0.1;
   times[2]   = 1.0;
};

datablock ParticleEmitterData(fragGrenadeExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   lifeTimeMS      = 21;
   ejectionVelocity = 10;
   velocityVariance = 1.0;
   ejectionOffset   = 1.0;
   thetaMin         = 0;
   thetaMax         = 0;
   phiReferenceVel  = 0;
   phiVariance      = 90;
   overrideAdvance = false;
   particles = "fragGrenadeExplosionParticle";
};

datablock ParticleData(fragGrenadeExplosionParticle2)
{
   dragCoefficient      = 1.0;
   windCoefficient      = 0.0;
   gravityCoefficient   = -0.0;
   inheritedVelFactor   = 0.0;
   constantAcceleration   = 0.0;
   lifetimeMS      = 4000;
   lifetimeVarianceMS   = 3990;
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   useInvAlpha      = true;
   animateTexture      = false;
   //framesPerSec      = 1;

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

   // Interpolation variables
   colors[0]   = "0.2 0.2 0.2 0.0";
   colors[1]   = "0.25 0.25 0.25 0.2";
   colors[2]   = "0.4 0.4 0.4 0.0";

   sizes[0]   = 2.0;
   sizes[1]   = 10.0;
   sizes[2]   = 3.0;

   times[0]   = 0.0;
   times[1]   = 0.1;
   times[2]   = 1.0;
};

datablock ParticleEmitterData(fragGrenadeExplosionEmitter2)
{
   ejectionPeriodMS = 20;
   periodVarianceMS = 0;
   lifetimeMS       = 120;
   ejectionVelocity = 15;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 85;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "fragGrenadeExplosionParticle2";
};



datablock ParticleData(fragGrenadeExplosionParticle3)
{
   dragCoefficient      = 1.0;
   windCoefficient      = 0.0;
   gravityCoefficient   = -0.2;
   inheritedVelFactor   = 0.0;
   constantAcceleration   = 0.0;
   lifetimeMS      = 4000;
   lifetimeVarianceMS   = 3990;
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   useInvAlpha      = true;
   animateTexture      = false;
   //framesPerSec      = 1;

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

   // Interpolation variables
   colors[0]   = "0.2 0.2 0.2 0.0";
   colors[1]   = "0.25 0.25 0.25 0.2";
   colors[2]   = "0.4 0.4 0.4 0.0";

   sizes[0]   = 2.0;
   sizes[1]   = 10.0;
   sizes[2]   = 13.0;

   times[0]   = 0.0;
   times[1]   = 0.1;
   times[2]   = 1.0;
};

datablock ParticleEmitterData(fragGrenadeExplosionEmitter3)
{
   ejectionPeriodMS = 10;
   periodVarianceMS = 0;
   lifetimeMS       = 150;
   ejectionVelocity = 20;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 85;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "fragGrenadeExplosionParticle3";
};

datablock ParticleData(fragGrenadeExplosionParticle4)
{
   dragCoefficient      = 0.1;
   windCoefficient      = 0.0;
   gravityCoefficient   = 4.0;
   inheritedVelFactor   = 0.0;
   constantAcceleration   = 0.0;
   lifetimeMS      = 1000;
   lifetimeVarianceMS   = 500;
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   useInvAlpha      = true;
   animateTexture      = false;
   //framesPerSec      = 1;

   textureName      = "base/data/particles/chunk";
   //animTexName      = "~/data/particles/cloud";

   // Interpolation variables
   colors[0]   = "0.1 0.1 0.1 1.0";
   colors[1]   = "0.2 0.2 0.2 0.0";
   sizes[0]   = 0.5;
   sizes[1]   = 0.13;
   times[0]   = 0.0;
   times[1]   = 1.0;
};

datablock ParticleEmitterData(fragGrenadeExplosionEmitter4)
{
   ejectionPeriodMS = 1;
   timeMultiple     = 10;
   periodVarianceMS = 0;
   lifetimeMS       = 15;
   ejectionVelocity = 35;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "fragGrenadeExplosionParticle4";
};
datablock ExplosionData(fragGrenadeExplosion)
{
   explosionShape = "Add-Ons/Weapon_Rocket Launcher/explosionSphere1.dts";
   lifeTimeMS = 150;

   soundProfile = fragGrenadeExplosionSound;
   
   emitter[0] = fragGrenadeExplosionEmitter3;
   emitter[1] = fragGrenadeExplosionEmitter2;
   emitter[2] = fragGrenadeExplosionEmitter4;
   //emitter[1] = "";
   //emitter[2] = "";
   //emitter[0] = "";

   particleEmitter = fragGrenadeExplosionEmitter;
   particleDensity = 10;
//   particleDensity = 0;
   particleRadius = 1.0;

   faceViewer     = true;
   explosionScale = "3 3 3";

   shakeCamera = true;
   camShakeFreq = "17.0 18.0 17.0";
   camShakeAmp = "2.0 2.0 2.0";
   camShakeDuration = 1.5;
   camShakeRadius = 30.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 0;
   lightStartColor = "0.45 0.3 0.1";
   lightEndColor = "0 0 0";

   //impulse
   impulseRadius = 13;
   impulseForce =  1300;

   //radius damage
   damageRadius = 8;
   radiusDamage = 20;

};
datablock ParticleData(gunFlashParticle)
{
   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(gunFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "gunFlashParticle";

   uiName = "Gun Flash";
};

datablock ParticleData(gunSmokeParticle)
{
   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(gunSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "gunSmokeParticle";

   uiName = "Gun Smoke";
};


datablock ParticleData(gunExplosionParticle)
{
   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(gunExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "gunExplosionParticle";

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


datablock ParticleData(gunExplosionRingParticle)
{
   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(gunExplosionRingEmitter)
{
   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 = "gunExplosionRingParticle";

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

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

   lifeTimeMS = 150;

   particleEmitter = gunExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = gunExplosionRingEmitter;

   faceViewer     = true;
   explosionScale = "10 10 10";

   shakeCamera = false;
   camShakeFreq = "20.0 21.0 20.0";
   camShakeAmp = "2.0 2.0 2.0";
   camShakeDuration = 1.5;
   camShakeRadius = 20.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};


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

   brickExplosionRadius = 1000;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 100;
   brickExplosionMaxVolume = 500;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloati ng = 750;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse        = 1400;
   verticalImpulse     = 1400;
   explosion           = fragGrenadeExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;

   muzzleVelocity      = 0;
   velInheritFactor    = 0;

   armingDelay         = 00;
   lifetime            = 10000;
   fadeDelay           = 7500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 5.0;

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

   uiName = "Bomb";
};

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

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

   //gui stuff
   uiName = "Bomb";
   iconName = "./icon_gun";
   doColorShift = true;
   colorShiftColor = "0.25 0.25 0.25 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(gunImage)
{
   // Basic Item properties
   shapeFile = "./pistol.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 = gunProjectile;
   projectileType = Projectile;

   casing = gunShellDebris;
   shellExitDir        = "0.0 0.0 -1.3";
   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 = false;

   doColorShift = true;
   colorShiftColor = gunItem.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.


};

function gunImage::onFire(%this,%obj,%slot)
{
   if(%obj.getDamagePercent() < 1.0)
      %obj.playThread(2, shiftAway);
%obj.playthread(2, spearThrow);
   Parent::OnFire(%this, %obj, %slot);

   %currSlot = %obj.lastFragSlot;
   %obj.tool[%currSlot] = 0;
   %obj.weaponCount--;
   messageClient(%obj.client,'MsgItemPickup','',%currSlot,0);
   serverCmdUnUseTool(%obj.client);                   
}
function GunImage::onDone(%this,%obj,%slot)
{
   %obj.unMountImage(%slot);
}

package BombPackage
{
   function Armor::onCollision(%this, %obj, %col, %a, %b, %c, %d, %e, %f)
   {
      if(%col.dataBlock $= "Bomb" && %col.canPickup)
      {
         for(%i=0;%i<%this.maxTools;%i++)
         {
            %item = %obj.tool[%i];
            if(%item $= 0 || %item $= "")
            {
               %freeSlot = 1;
               break;
            }
         }

         if(%freeSlot)
         {
            %obj.pickup(%col);
            return;
         }
      }
      Parent::onCollision(%this, %obj, %col, %a, %b, %c, %d, %e, %f);
   }

};
activatePackage(BombPackage);

45
General Discussion / RPG
« on: January 31, 2010, 11:09:54 PM »
Hi! I was interested in making a dedicated rpg server, but I seem to be missing some things. I downloaded all the RP core add ons (as well as a crud load of other stuff) yet I still can't meet some basic requirements. RP Core doesn't have a supportive hunger system, nor does it do shops or lots. (I did see land lord jobs in the job add on, though the RP Real Estate mod doesn't seem to be out yet). Yet, I've seen all of these done on, say, Wicked's City RPG. There seems to have been a cityrp addon, but when I went to download it, it simply said "-Snipped-" where the link usually is. I found a hunger mod, but it only works with the cashmod, which is incompatible with RP Jobs. Wicked also has an education system which I've never seen before.

So is wicked using prototype add ons? His own? Ones which are no longer available?

If you've ever gotten all the pieces to fit, or have an idea on how I could get this to work, please let me know.

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