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Messages - Bagsterflop

Pages: 1 2 3 [4] 5 6 7 8 9 ... 13
46
Gallery / Re: Mage's Townhouse
« on: July 15, 2010, 12:36:57 PM »
Very nice house that!

47
Help / Re: Locking Door
« on: June 30, 2010, 12:16:40 PM »
(Tick) (delay)  OnActivate>NamedBrick (door)>SetEvent Enabled (events) (tick)

(No tick) (delay)  OnActivate>NamedBrick (door)>SetEvent Enabled (events) (no tick)

(Tick) (delay)  OnActivate>Self>Toggleeventsenabled (0 1)[or the numbers of the above two events if they're different]

I hope that helps.

48
Gallery / Re: Cowboy-themed salon building
« on: June 30, 2010, 12:11:14 PM »
Some new pictures, I hope the new table design is an improvement.









Get your hair done at the cowboy salon.



1 minute later...



:D

49
Gallery / Re: Cowboy-themed salon building
« on: June 29, 2010, 04:12:09 PM »

50
Gallery / Re: Cowboy-themed salon building
« on: June 29, 2010, 03:51:20 PM »
Sure, rate if you want. I made this as a sort of application for this: http://forum.blockland.us/index.php?topic=117158.0

51
Clan Discussion / Re: Wikiba Productions
« on: June 29, 2010, 03:48:50 PM »
http://forum.blockland.us/index.php?topic=117200.0

Would that be a good application? It's cowboy themed, but I could build other themes for other settings.

52
Gallery / Wild-Western Themed Saloon Building
« on: June 29, 2010, 03:47:33 PM »
A kind of Western style building with drinks and tables for cowboys, etc.






I'd appreciate advice and thoughts about how to improve! Thank you.

53
Clan Discussion / Re: Wikiba Productions
« on: June 29, 2010, 02:19:46 PM »
I'm currently building a kind of cowboy themed salon building, I'll show pictures of it once I finish the interior and roof.

54
Clan Discussion / Re: Wikiba Productions
« on: June 29, 2010, 01:31:15 PM »
Bagsterflop is also my in-game name, BL_ID 18239, I'm fairly skilled, but it depends what at, I like building buildings and towns, but I haven't built much for quite a while, I can probably show you my skills when you want me to though.

55
Clan Discussion / Re: Wikiba Productions
« on: June 29, 2010, 01:28:05 PM »
Looks cool!:) Could I help?

56
Help / Re: How to post pictures?
« on: June 20, 2010, 04:50:44 PM »
[img.]*address of image*[/img.] But without the full stops.

57
Help / Re: Scrolling Not Working Properly, Some Text Not Visible.
« on: June 19, 2010, 04:59:02 AM »
You can copy your saves and add-ons to another folder and put them back into their original folders once blockland is reinstalled.

For the key you will probably need to contact Badspot, unless you wrote it down somewhere or something.

58
Suggestions & Requests / Re: Gun script
« on: June 09, 2010, 11:25:22 AM »
//gun.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 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 = "1 1 1";

   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // 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 = 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        = 400;
   verticalImpulse     = 400;
   explosion           = gunExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;

   muzzleVelocity      = 90;
   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 = "Gun Bullet";
};

//////////
// 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 = "Gun";
   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        = "1.0 -1.3 1.0";
   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 = true;

   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.

   // Initial start up state
   stateName[0]                     = "Activate";
   stateTimeoutValue[0]             = 0.15;
   stateTransitionOnTimeout[0]       = "Ready";
   stateSound[0]               = weaponSwitchSound;

   stateName[1]                     = "Ready";
   stateTransitionOnTriggerDown[1]  = "Fire";
   stateAllowImageChange[1]         = true;
   stateSequence[1]   = "Ready";

   stateName[2]                    = "Fire";
   stateTransitionOnTimeout[2]     = "Smoke";
   stateTimeoutValue[2]            = 0.14;
   stateFire[2]                    = true;
   stateAllowImageChange[2]        = false;
   stateSequence[2]                = "Fire";
   stateScript[2]                  = "onFire";
   stateWaitForTimeout[2]         = true;
   stateEmitter[2]               = gunFlashEmitter;
   stateEmitterTime[2]            = 0.05;
   stateEmitterNode[2]            = "muzzleNode";
   stateSound[2]               = gunShot1Sound;
   stateEjectShell[2]       = true;

   stateName[3] = "Smoke";
   stateEmitter[3]               = gunSmokeEmitter;
   stateEmitterTime[3]            = 0.05;
   stateEmitterNode[3]            = "muzzleNode";
   stateTimeoutValue[3]            = 0.01;
   stateTransitionOnTimeout[3]     = "Reload";

   stateName[4]         = "Reload";
   stateSequence[4]                = "Reload";
   stateTransitionOnTriggerUp[4]     = "Ready";
   stateSequence[4]   = "Ready";

};

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

59
Help / Re: Weapons less powerful
« on: June 06, 2010, 01:41:36 PM »
Where are you shooting them? I think if you shoot someone in the head it hurts more, and it varies depending on where they are hit by the projectile.

60
I will travel across the land

Searchin' far and wide.

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