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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
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what?
thats cool
Knowing me I will find uses for it
Seems like everyone in this situation was an idiot.
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:
Now number 2 is better.
im going to install legs to your bed while im at it.
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.
Not bad, but not horrible. Could have used some music though.
I don't see the playertype script in there, but there should be one, look for "ZombieLeaperArmor".
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;
}
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
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;
}