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Messages - Welknair

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2371
Suggestions & Requests / Re: Starcraft Pack
« on: January 26, 2010, 10:12:56 PM »
Zergling:


Hydralisk:

(Note: Shoots Spines from it's mouth)

Ultralisk:


Mutalisk:



Gauss Rifle:


Marine:


Firebat:


Wraith:


Dropship:


Vulture:

Note: Armament is a grenade launcher

Goliath:

Note: It has AA missiles, which I forgot

Arclite Siege Tank:


Battle Cruiser:


Science Vessel:


Zealot (Psi Power Armor):


High Templar (Light Suit)


Psionic Storm
(Can't find Pic. It's a lightning storm, minus the clouds)

Reaver:


Dragoon:


Scout:


Corsair:


Observer:


Carrier:


Interceptor:


There ya go!

2372
Suggestions & Requests / Random Other Stuff
« on: January 26, 2010, 08:49:16 PM »
1.I would very much like to see a very large spacecraft, with a /nomount script, like that in the GSF carriers. This would allow smaller craft to land on/in it. There would be several turrets (Yeah, I know nothing could be done about some idiot landing on your ship and falling into a mount point... Wait, is there a way to make it so only certain people can mount it?).

2.I would also like to see a good fighter plane. I've seen the swarmfighter (future), the spitfire (WWII), and the minijet/stuntplane (???+no weps). How about an F-14? There may have been something like this but the RTB3 lost it as an add on.

3.Bombs/Missiles. They act like grenades, in you lose em when used. Bombs fall straight down and... well... BOOM. Missiles either act as really strong projectiles, or heatseeking ones would be nice.

4.I like rps but was dissappointed when I could not find a shop script to work with either RP_Money or CashmodII. It would be nice if someone made an addon to implement shops of some sort.

5.Could someone make some potions? If I wanted to do a midieval rpg, medkits don't really fit, and the Medigun looks out of place.

6.Staff. Really? Is it that hard to make a large stick? Heck, someone recently posted a stick. Can you make it a bit fatter?

7.More spells. Shield (makes a forcefield for a few seconds), Poison Nova, Summon Skeleton (Would use modded ver of RC script to focus your energy on directing the skele. However, it would be nice if you could attack with it.), Teleport (short distance only), Storm (AoE).

2373
Suggestions & Requests / Starcraft Pack
« on: January 26, 2010, 08:48:53 PM »
Starcraft Pack. I've seen some discussions about it and some okay models. I would like the person to make them to be familiar with the game series, but if you're interested but don't know what the heck it is, google some images/ take a look at SC wikis for info. You could easily find HP/Damage info for scaling those. The pack would include:

Zerg

some new zerg bot models to go with Amade's bot events (Zergling, Hydralisk, Ultralisk, Mutalisk (flying unit, but doesn't have to be able to do aerial maneuvers. Just float and attack.)


Terran (Humans)

    Gauss Rifle (Shoots armor-piercing spikes)
    Wraith Fighter Plane (Shoots small missiles)
    Arclite Siege Tank (Mobile form, which can only shoot small ammo, fairly short range and Siege Mode, which shoots much farther, but has a minimum shot distance, causing it to be vulnerable to melee. One to drive, one firing cannon, and maybe a few passenger seats on the interior)
    Vulture Hover-Cycle (It's a cycle, that hovers! Much like the hoverboard. It goes a good speed as well. Oh, and it has a front cannon. Probably could seat two.)
    A C-10 Cannister rifle, as used by the ghosts (Sniper rifle, but a bit of an explosion on impact and longer between shots)
   Goliath Walker (Walker mech, with two SMGs)
   Battle Cruiser (Very large spaceship, with a hammerhead design. Would have a mount point for pilot, a few for laser cannons, one with giant charge-up Yamato cannon. Heck, If you could do this like I suggested in #1, that would be great. Then wraiths could land in it, as well as having a capacity for a repair crew armed with pipe wrenches and a landing party)
   Drop Ship (Small Space Transport. No weps, seats 8+pilot and has room for ground vehicles)
   Marine Player type? Armor? (Custom Marine model, more HP, moves a bit faster.)
   FireBat Armor/Weapon? Playertype? (Custom Armor model, more hp, can Plasma Flamethrower)
   Science Vessel (small research craft. Seats 3. One pilot, one irradiater (poison against biological units), one EMPer (completely depletes protoss shields)
  

Protoss (Plasma Shield Tech as well as psionic powers)


   Psi Power suit (Has psi blades which attach to forearms and are a fiery blue. Attack is *Slash, Slash*. Also has personal plasma shield which is like the armor which adds hp, but is visible when struck and regenerates. Also makes player move faster and have more normal HP)
   High Templar Light Power suit (Like above, but no blades and weaker shields/normal hp. However, it can make a psionic storm which is a large AoE)
   Reaver Vehicle (Giant, metallic slug thing. Slowly manufactures and shoots heat seaking, highly explosive scarabs (Comes with plasma shield HP in addition to normal) seats three)
   Dragoon (Four legged walker with a central cannon which fires a plasma ball (Also comes w/ plasma shield))
   Scout (Sleek fighter, firing twin anti matter rockets for AA or smg against ground (You guessed it, vehicle shields) Seats two. One pilot/shooter, one passenger)
   Corsair (Fast, effective AA ship. Fires twin neutron flares a short distance. Plasma shields. Seats only one.)
   Shuttle (Much like dropship, but instead protoss design, and once again has plasma shields)
   Observer (Very small observation craft. Seats none. To be used with RC. Invisible, but has very little hp/shields)
   Carrier (The Big Protoss ship. This one would be the hardest to make, due to the fact it has no normal weapons, but instead manufactures and deploys robotic interceptors. Ideally, there would be a pilot mount, spots for corsairs/scouts to land, and 8 interceptor control mounts. These mounts would be hooked up to an integrated RC script to pilot the interceptors when they popped out of the carrier. Interceptors would be able to dock inside of the carrier and would explode if the carrier were lost. Oh, and yeah. PLASMA SHIELDS)
  

I think that about sums it up! It would be very nice if these were implemented but I know many of them would be very difficult to impossible to make, but hey, might as well put it out there. Oh, and I would be happy if any combination of these were made, not just the whole thing. For example, I think Amade would be the best to make the new models for her bot events. Anyway, yeah.

Mass Carriers FTW!

2374
Modification Help / Re: Beginning Modder
« on: January 26, 2010, 05:43:43 PM »
I just noticed the shooting script was outside of the main brackets (*Face Palm*). This meant that there was an odd bracket. Do you think that would cause the vehicle to not appear, or do you think it's something else?

2375
Forum Games / Re: Blockland Vending Machine! (is now unplugged) *LOCKED*
« on: January 25, 2010, 11:06:26 PM »
You get OneWithFire's Head

I insert an SMG

2376
Modification Help / Re: Beginning Modder
« on: January 25, 2010, 08:55:45 PM »
So I copy pasted the horse vehicle .zip (yes, it still is a .zip) and I tweaked it's script to be as follows, as well as changing the description and the namecheck to be accurate. Due to the swarm fighter script, I added the weapon support. That's it.

Here's the server script:


//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
datablock ProjectileData(swarmFighterProjectile)
{
   projectileShapeName = "add-ons/Weapon_Gun/bullet.dts";
   directDamage        = 5;
   directDamageType    = $DamageType::Gun;
   radiusDamageType    = $DamageType::Gun;

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

   impactImpulse        = 350;
   verticalImpulse     = 1;
   explosion           = gunExplosion;
   particleEmitter     = "";

   muzzleVelocity      = 100;
   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 = "";
};
// Load dts shapes and merge animations
datablock TSShapeConstructor(HorseDts)
{
   baseShape  = "./horse.dts";
   sequence0  = "./h_root.dsq root";

   sequence1  = "./h_run.dsq run";
   sequence2  = "./h_run.dsq walk";
   sequence3  = "./h_back.dsq back";
   sequence4  = "./h_side.dsq side";

   sequence5  = "./h_root.dsq crouch";
   sequence6  = "./h_run.dsq crouchRun";
   sequence7  = "./h_back.dsq crouchBack";
   sequence8  = "./h_side.dsq crouchSide";

   sequence9  = "./h_look.dsq look";
   sequence10 = "./h_root.dsq headside";
   sequence11 = "./h_root.dsq headUp";

   sequence12 = "./h_jump.dsq jump";
   sequence13 = "./h_jump.dsq standjump";
   sequence14 = "./h_root.dsq fall";
   sequence15 = "./h_root.dsq land";

   sequence16 = "./h_armAttack.dsq armAttack";
   sequence17 = "./h_root.dsq armReadyLeft";
   sequence18 = "./h_root.dsq armReadyRight";
   sequence19 = "./h_root.dsq armReadyBoth";
   sequence20 = "./h_spearReady.dsq spearready"; 
   sequence21 = "./h_root.dsq spearThrow";

   sequence22 = "./h_root.dsq talk"; 

   sequence23 = "./h_death1.dsq death1";
   
   sequence24 = "./h_shiftUp.dsq shiftUp";
   sequence25 = "./h_shiftDown.dsq shiftDown";
   sequence26 = "./h_shiftAway.dsq shiftAway";
   sequence27 = "./h_shiftTo.dsq shiftTo";
   sequence28 = "./h_shiftLeft.dsq shiftLeft";
   sequence29 = "./h_shiftRight.dsq shiftRight";
   sequence30 = "./h_rotCW.dsq rotCW";
   sequence31 = "./h_rotCCW.dsq rotCCW";

   sequence32 = "./h_root.dsq undo";
   sequence33 = "./h_plant.dsq plant";

   sequence34 = "./h_root.dsq sit";

   sequence35 = "./h_root.dsq wrench";

   sequence36 = "./h_root.dsq activate";
   sequence37 = "./h_root.dsq activate2";

   sequence38 = "./h_root.dsq leftrecoil";
};   


datablock AudioProfile(HorseJumpSound)
{
   fileName = "./jumpHorse.wav";
   description = AudioClose3d;
   preload = true;
};


datablock DebrisData( HorseDebris )
{
   explodeOnMaxBounce = false;

   elasticity = 0.15;
   friction = 0.5;

   lifetime = 4.0;
   lifetimeVariance = 0.0;

   minSpinSpeed = 40;
   maxSpinSpeed = 600;

   numBounces = 5;
   bounceVariance = 0;

   staticOnMaxBounce = true;
   gravModifier = 1.0;

   useRadiusMass = true;
   baseRadius = 1;

   velocity = 20.0;
   velocityVariance = 12.0;
};             

datablock PlayerData(HorseArmor)
{
   renderFirstPerson = false;
   emap = false;
   
   className = Armor;
   shapeFile = "./horse.dts";
   cameraMaxDist = 8;
   cameraTilt = 0.261;//0.174 * 2.5; //~25 degrees
   cameraVerticalOffset = 2.3;
   computeCRC = false;
 
   cameraDefaultFov = 90.0;
   cameraMinFov = 5.0;
   cameraMaxFov = 120.0;
   
   //debrisShapeName = "~/data/shapes/player/debris_player.dts";
   //debris = horseDebris;

   aiAvoidThis = true;

   minLookAngle = -1.5708;
   maxLookAngle = 1.5708;
   maxFreelookAngle = 3.0;

   mass = 90;
   drag = 0.1;
   density = 0.7;
   maxDamage = 250;
   maxEnergy =  10;
   repairRate = 0.33;

   rechargeRate = 0.4;

   runForce = 28 * 90;
   runEnergyDrain = 0;
   minRunEnergy = 0;
   maxForwardSpeed = 12;
   maxBackwardSpeed = 6;
   maxSideSpeed = 1;

   maxForwardCrouchSpeed = 12;
   maxBackwardCrouchSpeed = 6;
   maxSideCrouchSpeed = 1;

   maxForwardProneSpeed = 0;
   maxBackwardProneSpeed = 0;
   maxSideProneSpeed = 0;

   maxForwardWalkSpeed = 0;
   maxBackwardWalkSpeed = 0;
   maxSideWalkSpeed = 0;

   maxUnderwaterForwardSpeed = 8.4;
   maxUnderwaterBackwardSpeed = 7.8;
   maxUnderwaterSideSpeed = 7.8;

   jumpForce = 17 * 90; //8.3 * 90;
   jumpEnergyDrain = 0;
   minJumpEnergy = 0;
   jumpDelay = 0;

   minJetEnergy = 0;
   jetEnergyDrain = 0;
   canJet = 0;

   minImpactSpeed = 250;
   speedDamageScale = 3.8;

   boundingBox         = vectorScale("2.5 2.5 2.4", 4);
   crouchBoundingBox   = vectorScale("2.5 2.5 2.4", 4);
   
   pickupRadius = 0.75;
   
   // Foot Prints
   //decalData   = HorseFootprint;
   //decalOffset = 0.25;
   
   jetEmitter = "";
   jetGroundEmitter = "";
   jetGroundDistance = 4;
 
   //footPuffEmitter = LightPuffEmitter;
   footPuffNumParts = 10;
   footPuffRadius = 0.25;

   //dustEmitter = LiftoffDustEmitter;

   splash = PlayerSplash;
   splashVelocity = 4.0;
   splashAngle = 67.0;
   splashFreqMod = 300.0;
   splashVelEpsilon = 0.60;
   bubbleEmitTime = 0.1;
   splashEmitter[0] = PlayerFoamDropletsEmitter;
   splashEmitter[1] = PlayerFoamEmitter;
   splashEmitter[2] = PlayerBubbleEmitter;
   mediumSplashSoundVelocity = 10.0;   
   hardSplashSoundVelocity = 20.0;   
   exitSplashSoundVelocity = 5.0;

   // Controls over slope of runnable/jumpable surfaces
   runSurfaceAngle  = 85;
   jumpSurfaceAngle = 86;

   minJumpSpeed = 20;
   maxJumpSpeed = 30;

   horizMaxSpeed = 68;
   horizResistSpeed = 33;
   horizResistFactor = 0.35;

   upMaxSpeed = 80;
   upResistSpeed = 25;
   upResistFactor = 0.3;
   
   footstepSplashHeight = 0.35;

   //NOTE:  some sounds commented out until wav's are available

   JumpSound         = HorseJumpSound;

   // Footstep Sounds
//   FootSoftSound        = HorseFootFallSound;
//   FootHardSound        = HorseFootFallSound;
//   FootMetalSound       = HorseFootFallSound;
//   FootSnowSound        = HorseFootFallSound;
//   FootShallowSound     = HorseFootFallSound;
//   FootWadingSound      = HorseFootFallSound;
//   FootUnderwaterSound  = HorseFootFallSound;
   //FootBubblesSound     = FootLightBubblesSound;
   //movingBubblesSound   = ArmorMoveBubblesSound;
   //waterBreathSound     = WaterBreathMaleSound;

   //impactSoftSound      = ImpactLightSoftSound;
   //impactHardSound      = ImpactLightHardSound;
   //impactMetalSound     = ImpactLightMetalSound;
   //impactSnowSound      = ImpactLightSnowSound;
   
   impactWaterEasy      = Splash1Sound;
   impactWaterMedium    = Splash1Sound;
   impactWaterHard      = Splash1Sound;
   
   groundImpactMinSpeed    = 10.0;
   groundImpactShakeFreq   = "4.0 4.0 4.0";
   groundImpactShakeAmp    = "1.0 1.0 1.0";
   groundImpactShakeDuration = 0.8;
   groundImpactShakeFalloff = 10.0;
   
   //exitingWater         = ExitingWaterLightSound;

   // Inventory Items
   maxItems   = 10;   //total number of bricks you can carry
   maxWeapons = 5;      //this will be controlled by mini-game code
   maxTools = 5;
   
   uiName = "Gunned Horse";
   rideable = true;
      lookUpLimit = 0.6;
      lookDownLimit = 0.2;

   canRide = false;
   showEnergyBar = false;
   paintable = true;

   brickImage = horseBrickImage;   //the imageData to use for brick deployment

   numMountPoints = 1;
   mountThread[0] = "root";
   mountNode[0] = 2;
};



function HorseArmor::onAdd(%this,%obj)
{
   // Vehicle timeout
   %obj.mountVehicle = true;

   // Default dynamic armor stats
   %obj.setRepairRate(0);

}

////////////////////
//Shooting scripts//
////////////////////

//ShootOnClick//

shootonclickswarmFighter=1;
   
shootonclickswarmFighter_Hold=1;
shootonclickswarmFighter_Shoo tDelay=70;
shootonclickswarmFighter_ReSh ootDelay=70;
shootonclickswarmFighter_Proj ectileCount=4;
shootonclickswarmFighter_Requ iredSlot=0;
shootonclickswarmFighter_Soun d=gunshot1Sound;

//Upper guns

shootonclickswarmFighter_Proj ectile[0]=swarmFighterProjectile;
shootonclickswarmFighter_Posi tion[0]="0.5 0.8 0";
shootonclickswarmFighter_Velo city[0]="200 0 0";
shootonclickswarmFighter_Scal e[0]="1 1 1";

shootonclickswarmFighter_Proj ectile[1]=swarmFighterProjectile;
shootonclickswarmFighter_Posi tion[1]="0.5 -0.8 0";
shootonclickswarmFighter_Velo city[1]="200 0 0";
shootonclickswarmFighter_Scal e[1]="1 1 1";

//Lower guns

shootonclickswarmFighter_Proj ectile[2]=swarmFighterProjectile;
shootonclickswarmFighter_Posi tion[2]="0.5 0.7 -0.1";
shootonclickswarmFighter_Velo city[2]="200 0 0";
shootonclickswarmFighter_Scal e[2]="1 1 1";

shootonclickswarmFighter_Proj ectile[3]=swarmFighterProjectile;
shootonclickswarmFighter_Posi tion[3]="0.5 -0.7 -0.1";
shootonclickswarmFighter_Velo city[3]="200 0 0";
shootonclickswarmFighter_Scal e[3]="1 1 1";
};

//called when the driver of a player-vehicle is unmounted
function HorseArmor::onDriverLeave(%obj, %player)
{
   //do nothing
}


I noticed that the horse is one of the few vehicles with only one .cs file, being the server.cs.

2377
Modification Help / Beginning Modder
« on: January 25, 2010, 07:39:41 PM »
Hello all you out there! I recently got blockland and am having a very good time with it. After I took a look at what everyone else has made (Go Heedicalking!), I decided to try my hand at making my own add ons. I looked at all the guides I could find on these forums, looked online a bit (No luck there) as well as taking a look at existing scripts. I have experience with C derivatives and TGL doesn't seem that complicated.

I know a deal of stuff is required for a, let's say, vehicle, addon to work. Model files, animations, colors, and most importantly the .cs. I decided to try my hand at a simple mod. I took the horse vehicle and pasted in some stuff from the MAS swarm fighter, which I really love. In particular, I added in the gun parts of the main script (the projectile info and the actual firing script) and tried it out.

Of course, it didn't work. I found this was because I hadn't changed the names. I have it up to the point where I've changed the UI names in the code (nothing else, as not to disrupt file paths) and can now find it in my add ons list. Unfortunately, I cannot find it when I put down a vehicle spawn.

Can anyone tell me where I went wrong?

P.S. I am not a noob! I know how to use the search button! I've found several guides, but none of them seem to solve my problem in a specific way. I would be quite glad if I were wrong (Just post the link to the topic). I've read the comments of other topics no people have posted and am expecting to get yelled at and stuff like they did, but hey, I had to give it a shot.

-Welknair

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