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Messages - Mocha Furrier

Pages: 1 ... 59 60 61 62 63 [64] 65 66 67 68 69 ... 93
946
Add-Ons / Re: Small Audience Sounds
« on: August 07, 2012, 09:36:43 AM »
what?

That you use the laugh noise when no one laughs? :3

947
Add-Ons / Re: Small Audience Sounds
« on: August 07, 2012, 04:14:42 AM »
thats cool

Knowing me I will find uses for it

Jokes not good enough?  :cookieMonster:

948
Drama / Re: Crocket- Spamming and raging over a button.
« on: August 05, 2012, 05:42:11 PM »
Seems like everyone in this situation was an idiot.

I agree.

949
Gallery / Re: [VIDEO] Good Computer, Bad Skills. [HD]
« on: August 05, 2012, 10:45:28 AM »
I'm not buying that, the viewer can differentiate between who is who by the way the characters are dressed. The username of the actor serves no purpose to the video.

Also you didn't do the best job of splitting the characters because you put them in near identical rooms, so I don't believe identifying each character was truly on your mind.

It looks really bad to leave GUI elements in. I highly recommend you don't, even if you want viewers to see who the actor is. Save that for the credits. c:


Thank you. I will be more careful in my next videos.

950
Gallery / Re: What roof for the building?
« on: August 04, 2012, 11:06:12 AM »
Now number 2 is better.

Actually number 4 gives the feeling like it would be a house. Not a bumping car building.

951
Gallery / Re: The Kitchen - Bricks
« on: August 04, 2012, 11:05:07 AM »
im going to install legs to your bed while im at it.

Now that is what i call creeeeeepy....

952
Gallery / Re: [VIDEO] Good Computer, Bad Skills. [HD]
« on: August 03, 2012, 03:39:04 AM »
The voice acting was okay, I'm usually really lax with my review on voice acting but in this case it sounded... I dunno, the higher pitch voice acting made me feel uncomfortable and the angry voice acting felt a little weak. He isn't bad but the overall video was average and it didn't help compliment it.

The video reused the main room build which was lazy.

Could see player name.

Concept was okay.

4/10, not bad. Keep filming, playing with new editing features and whatnot. I recommend paying more attention to hud removal, exporting to 720p if possible in at least 1280x720 res, and paying attention to the details.

The meaning of the name was, that the watcher could identify the players. I accidentally covered my own name though.

Not bad, but not horrible. Could have used some music though.

I have this crappy moviemaker at this time, so i can't really blend music and sounds together so... It would sound a little odd.

953
Suggestions & Requests / Re: Could someone make this as a playertype?
« on: August 02, 2012, 04:16:57 PM »
I don't see the playertype script in there, but there should be one, look for "ZombieLeaperArmor".

The question is, could someone use this code for a base of a playertype?

954
Suggestions & Requests / Could someone make this as a playertype?
« on: August 02, 2012, 03:38:13 PM »

I got this leaper zombie code, but i want you to modify it:

Make it not give the player zombie colored skin, make it easily modifyable, and send the package as private for me.

Thanks!

Code: [Select]
function ZombieLeaperArmor::onCollision(%this, %obj, %col, %pos, %vel)
{
if(%vel > 12 && zombieValidTarget(%obj, %col))
{
%dist = mCeil(vectorDist(%obj.zombieLeapPos, %obj.getPosition()));
%mini = getMiniGameFromObject(%obj);

if(%obj.zombieOnFire())
{
%damagetype = $DamageType::BurningLeaper;

%damage = mFloor(%vel * 0.862) * mFloor(%dist / 22);
%damage = (zombieGameSetUpRight(%mini) ? mDirMod(%damage * 0.75, %damage * 1.25, %mini) : %damage);
%damage = mFloor(%damage);

if(%damage > 75)
{
%damage = 75;
}
}
else
{
%damagetype = $DamageType::LeaperJump;

%damage = mFloor(%vel * 0.475) * mFloor(%dist / 18);
%damage = (zombieGameSetUpRight(%mini) ? mDirMod(%damage * 0.5, %damage * 1.0, %mini) : %damage);
%damage = mFloor(%damage);

if(%damage > 50)
{
%damage = 50;
}
}

if(%damage > 0)
{

if(%damage >= 15 && !zombieBot(%col))
{
%usedTool = %col.currTool;

if(%usedTool == -1)
{
for(%a = 0; %a < 10; %a++)
{
if(isObject(%col.tool[%a]))
{
%usedTool = %a;
break;
}
}
}

if(%usedTool != -1)
{
serverCmdDropTool(%col.client, %usedTool);
%obj.playThread(0, 'root');
commandToClient(%col.client, 'centerPrint', "<font:impact:32>*POUNCED*\n<font:impact:16>A Leaper caused you to drop your weapon!!", 2.5);

if(!zombieBot(%obj))
{
commandToClient(%obj.client, 'centerPrint', "<font:impact:32>*CRUNCH*\n<font:impact:16>" @ %damage @ " damage + weapon lost!", 1.5);
}
}
else if(!zombieBot(%obj))
{
commandToClient(%obj.client, 'centerPrint', "<font:impact:32>*CRUNCH*\n<font:impact:16>" @ %damage @ " damage!", 1.5);
}
}
else if(!zombieBot(%obj))
{
commandToClient(%obj.client, 'centerPrint', "<font:impact:32>*CRUNCH*\n<font:impact:16>" @ %damage @ " damage!", 1.5);
}

serverPlay3D(ZombieCrunchSound, %pos);
%col.damage(%obj, %pos, %damage, %damagetype);
}
}

return parent::onCollision(%this, %obj, %col, %pos, %vel);
}

function ZombieLeaperArmor::onImpact(%this, %obj, %col, %vel, %z)
{
return parent::onImpact(%this, %obj, %col, %vel, %z);
}

function ZombieLeaperArmor::zombieDetectRoute(%this, %obj, %canSee, %dist, %reach, %zDist, %hCol, %lCol, %hHit, %lhit, %fhit)
{
if(%canSee && %dist > (%reach * 3) && %obj.getEnergyLevel() >= 50)
{
return "special";
}
else
{
return parent::zombieDetectRoute(%this, %obj, %canSee, %dist, %reach, %zDist, %hCol, %lCol, %hHit, %lhit, %fhit);
}
}

function ZombieLeaperArmor::zombieSpecial(%this, %obj)
{
%energy = %obj.getEnergyLevel();

if(%obj.isCrouched() || zombieBot(%obj))
{
if(%energy >= 50)
{
%start = %obj.getPosition();
%end = vectorSub(%start, "0 0 2");
%masks = ($TypeMasks::FxBrickObjectType | $TypeMasks::PlayerObjectType | $TypeMasks::StaticObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::VehicleObjectType);

%ground = getWord(containerRayCast(%start, %end, %masks, %obj), 0);

if(isObject(%ground))
{
%canJump = true;
}
else
{
%end = vectorSub(%start, %obj.getForwardVector());
%ground = getWord(containerRayCast(%start, %end, %masks, %obj), 0);

if(isObject(%ground))
{
%canJump = true;
}
}

if(%canJump)
{
%aimVec = %obj.zombieAimVec();
%obj.setVelocity(vectorScale(%aimVec, 40));

%obj.setEnergyLevel(%energy - 50);
%obj.playThread(2, "jump");

%obj.zombieLeapPos = %obj.getPosition();

return true;
}
}
}
else
{
commandToClient(%obj.client, 'centerPrint', "<font:impact:16>Crouch before Jumping", 1.5);
}

return false;
}

955
Modification Help / Re: Make this a playertype
« on: August 02, 2012, 03:37:07 PM »
Oh for god's sake, just put this in Suggestions and Requests, change the title to "Requesting this playertype to be edited" and stop being flamed for improper section placement.
Butler said to me that this belongs in this section: http://forum.blockland.us/index.php?topic=202306.0

Anyways, locking and moving.

956
Gallery / Re: [VIDEO] Good Computer, Bad Skills. [HD]
« on: August 02, 2012, 07:20:32 AM »
Ok, lets get back to the actual video, not about Master Blaster's avatar...

957
Gallery / Re: [VIDEO] Good Computer, Bad Skills. [HD]
« on: August 01, 2012, 08:54:30 AM »

958
Gallery / [VIDEO] Good Computer, Bad Skills. [HD]
« on: August 01, 2012, 08:52:51 AM »
Hey and welcome, without no longer discussion, here it is!

Blockland - Good Computer, Bad Skills

Acting, by Bull Dog (Mocha Furrier) & Master Blaster (Someone, don't ask me!)

Voice acting, by Master Blaster!

This was a test video so dont ask why it is that short.

959
Gallery / Re: Skate Park
« on: July 31, 2012, 03:24:21 PM »
Decent. Needs a bit decoration.

960
Modification Help / Make this a playertype
« on: July 31, 2012, 02:33:53 PM »

I got this leaper zombie code, but i want you to modify it:

Make it not give the player zombie colored skin, make it easily modifyable, and send the package as private for me.

Thanks!

Code: [Select]
function ZombieLeaperArmor::onCollision(%this, %obj, %col, %pos, %vel)
{
if(%vel > 12 && zombieValidTarget(%obj, %col))
{
%dist = mCeil(vectorDist(%obj.zombieLeapPos, %obj.getPosition()));
%mini = getMiniGameFromObject(%obj);

if(%obj.zombieOnFire())
{
%damagetype = $DamageType::BurningLeaper;

%damage = mFloor(%vel * 0.862) * mFloor(%dist / 22);
%damage = (zombieGameSetUpRight(%mini) ? mDirMod(%damage * 0.75, %damage * 1.25, %mini) : %damage);
%damage = mFloor(%damage);

if(%damage > 75)
{
%damage = 75;
}
}
else
{
%damagetype = $DamageType::LeaperJump;

%damage = mFloor(%vel * 0.475) * mFloor(%dist / 18);
%damage = (zombieGameSetUpRight(%mini) ? mDirMod(%damage * 0.5, %damage * 1.0, %mini) : %damage);
%damage = mFloor(%damage);

if(%damage > 50)
{
%damage = 50;
}
}

if(%damage > 0)
{

if(%damage >= 15 && !zombieBot(%col))
{
%usedTool = %col.currTool;

if(%usedTool == -1)
{
for(%a = 0; %a < 10; %a++)
{
if(isObject(%col.tool[%a]))
{
%usedTool = %a;
break;
}
}
}

if(%usedTool != -1)
{
serverCmdDropTool(%col.client, %usedTool);
%obj.playThread(0, 'root');
commandToClient(%col.client, 'centerPrint', "<font:impact:32>*POUNCED*\n<font:impact:16>A Leaper caused you to drop your weapon!!", 2.5);

if(!zombieBot(%obj))
{
commandToClient(%obj.client, 'centerPrint', "<font:impact:32>*CRUNCH*\n<font:impact:16>" @ %damage @ " damage + weapon lost!", 1.5);
}
}
else if(!zombieBot(%obj))
{
commandToClient(%obj.client, 'centerPrint', "<font:impact:32>*CRUNCH*\n<font:impact:16>" @ %damage @ " damage!", 1.5);
}
}
else if(!zombieBot(%obj))
{
commandToClient(%obj.client, 'centerPrint', "<font:impact:32>*CRUNCH*\n<font:impact:16>" @ %damage @ " damage!", 1.5);
}

serverPlay3D(ZombieCrunchSound, %pos);
%col.damage(%obj, %pos, %damage, %damagetype);
}
}

return parent::onCollision(%this, %obj, %col, %pos, %vel);
}

function ZombieLeaperArmor::onImpact(%this, %obj, %col, %vel, %z)
{
return parent::onImpact(%this, %obj, %col, %vel, %z);
}

function ZombieLeaperArmor::zombieDetectRoute(%this, %obj, %canSee, %dist, %reach, %zDist, %hCol, %lCol, %hHit, %lhit, %fhit)
{
if(%canSee && %dist > (%reach * 3) && %obj.getEnergyLevel() >= 50)
{
return "special";
}
else
{
return parent::zombieDetectRoute(%this, %obj, %canSee, %dist, %reach, %zDist, %hCol, %lCol, %hHit, %lhit, %fhit);
}
}

function ZombieLeaperArmor::zombieSpecial(%this, %obj)
{
%energy = %obj.getEnergyLevel();

if(%obj.isCrouched() || zombieBot(%obj))
{
if(%energy >= 50)
{
%start = %obj.getPosition();
%end = vectorSub(%start, "0 0 2");
%masks = ($TypeMasks::FxBrickObjectType | $TypeMasks::PlayerObjectType | $TypeMasks::StaticObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::VehicleObjectType);

%ground = getWord(containerRayCast(%start, %end, %masks, %obj), 0);

if(isObject(%ground))
{
%canJump = true;
}
else
{
%end = vectorSub(%start, %obj.getForwardVector());
%ground = getWord(containerRayCast(%start, %end, %masks, %obj), 0);

if(isObject(%ground))
{
%canJump = true;
}
}

if(%canJump)
{
%aimVec = %obj.zombieAimVec();
%obj.setVelocity(vectorScale(%aimVec, 40));

%obj.setEnergyLevel(%energy - 50);
%obj.playThread(2, "jump");

%obj.zombieLeapPos = %obj.getPosition();

return true;
}
}
}
else
{
commandToClient(%obj.client, 'centerPrint', "<font:impact:16>Crouch before Jumping", 1.5);
}

return false;
}

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