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Messages - Mocha Furrier

Pages: 1 ... 60 61 62 63 64 [65] 66 67 68 69 70 ... 93
961
Help / Re: Make this a playertype
« on: July 31, 2012, 12:54:58 PM »
This belongs in General Modification Help.

true. Could someone move it?

962
Help / Re: Make this a playertype
« on: July 31, 2012, 12:33:17 PM »
And make it a playertype.

963
Help / Make this a playertype
« on: July 31, 2012, 12:32:40 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;
}

964
Add-Ons / Re: Parkour Playertype
« on: July 31, 2012, 06:13:30 AM »
Could you make it less slidy?

965
General Discussion / Re: BLDM17
« on: July 31, 2012, 03:54:24 AM »
Well done. I hope this will success.

966
Gallery / Re: [Death³] - We finaly have a topic!
« on: July 22, 2012, 06:32:55 AM »
Well Done. Would you mind changing that finaly to finally?

967
Gallery / Re: Eiffel Tower
« on: July 15, 2012, 02:57:00 PM »
Heh, sweet job. Why don't you remove the top part? It seems a bit... disturbing.

968
Modification Help / Re: Skyrim Shout Pack
« on: July 01, 2012, 01:47:39 PM »
Umm, if you make it that it summons you a skyrim hat, could you do a non version of it?
It would fit less in role plays if it would summon a hat... :3

969
Suggestions & Requests / Re: [Halo] Elite Player type
« on: July 01, 2012, 04:11:07 AM »
You can't replace the light with something else, if i remember right. Correct me if i'm wrong.

970
General Discussion / Re: Suggest me a gamemode to make and host.
« on: June 23, 2012, 07:02:08 AM »
Bump.

971
General Discussion / Re: -Rocky-'s Tundra Mountain TDM
« on: June 21, 2012, 03:15:36 PM »
Okay well I'll be working on the server for a few hours. I'll open it later tonight, I mostly host it public at night.

Ummm... What did he just say?

972
General Discussion / Re: I typed /reloadbricks and this loaded?
« on: June 21, 2012, 03:07:08 PM »
I did /reloadbricks once, and i found a WW2 Doomsday Build what i saw in a server. It appears to load the most recent build loaded in whole blockland?

973
General Discussion / Re: The eggstar
« on: June 21, 2012, 06:25:37 AM »
Someone should make a remake now that we have all these special bricks :P

Community build perhapz? :3

974
General Discussion / Re: Why I Hate School RP's
« on: June 21, 2012, 06:23:56 AM »
so guys I'm hosting this highschool rp

Hey, no adverts here!

975
General Discussion / Re: Suggest me a gamemode to make and host.
« on: June 21, 2012, 06:20:04 AM »
I remember cucumberdude having this, forgeted up gamemode: There was 2 bad guys, who tried to kill the civilians. The main objective was to kill the Civilian king, but it was forgeted up, like that the civilian king spawned among the civilians, and the CIVILIANS tried to kill the king.

So, the gamemode is:

Defend the King

- Make it so that Civilians can't kill the king
- Make another team of Assassins (Low amount of players) and give them all kinds of parkour abilities (Agility player?)
- Make a nice, dark map where you can hide easily
- Civilians must prevent the king getting assassinated
- King can't protect himself.

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