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Messages - RedGajin

Pages: 1 ... 1002 1003 1004 1005 1006 [1007]
15091
Modification Help / Re: The Nerf Add-Ons.
« on: June 21, 2010, 11:25:10 AM »
I know. I will use my File Converter To convert em! MAW MAW MAW MAMMWHWWHWHEWHAHAHAHA!!!!

OMG CAPS YESLOLOLLOLOL!!!!!1!!111!
In the old post you said you stole a model from the warehouse. Therefore you didn't make it. Therefor you deserve no credit.

15092
Modification Help / Re: Coding Request: Stacking Items
« on: June 18, 2010, 03:39:42 PM »
I'm not sure, just basing it off something i made, but i don't think GetDeviceamount is a function. maybe this?
Code: [Select]
%client.Tools[%toolNumber]Count --;
from what Red_Guy posted.

15093
Modification Help / Re: Coding Request: Stacking Items
« on: June 18, 2010, 12:35:38 PM »
Code: [Select]
commandToClient(%obj.client,'bottomPrint',"\c6:Device Amount: \c3" @ %obj.getDeviceAmount() @ "%", 3);
This? Except where it says device put the name of your object.

15094
Modification Help / Re: Bot question(s)
« on: June 16, 2010, 09:35:45 PM »
wait, no, never mind, scratch that.

15095
Modification Help / Re: Bot question(s)
« on: June 16, 2010, 09:35:04 PM »
Put this into your script
Code: [Select]
minJetEnergy = 0;
jetEnergyDrain = 0;
canJet = 1;
That should work.

15096
Modification Help / Re: Reload Script Help
« on: June 16, 2010, 08:22:43 PM »
Tried deleting the function WMDImage::onUnMount(%this,%obj,%slot) didn't do anything (didn't really expect an out come though.)

15097
Drama / Re: !Cookie! || "OGM! DO U LIKE WATER OR SODA?!?!?"
« on: June 16, 2010, 07:41:01 PM »
Quote from: !Cookie!
2nd: If you want to just act like a idiot and keeps posting topics on me and troll me to every post I make and go to fine?
He's only posted on topic on you.
Thats no a question.

15098
Modification Help / Reload Script Help
« on: June 16, 2010, 07:17:06 PM »
So, i was editing some guy's gun script, and i decided to put in a reload function. I copied one from the Tier Tactical script because that one didn't have any custom animations. I put it in, changed the names, made sure the sounds were there, but its not working. All im getting is the sounds, no animations.
Code: [Select]
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.05;
stateTransitionOnTimeout[0]       = "LoadCheckA";
stateSound[0] = weaponSwitchSound;

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

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Delay";
stateTimeoutValue[2]            = 0.00;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateEjectShell[2]        = true;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateWaitForTimeout[2] = true;
stateSound[2] = SubmachineGunLowDamageSound;

stateName[3] = "Delay";
stateTransitionOnTimeout[3]     = "FireLoadCheckA";
stateTimeoutValue[3]            = 0.03;
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.03;
stateEmitterNode[3] = "muzzleNode";

stateName[4] = "LoadCheckA";
stateScript[4] = "onLoadCheck";
stateTimeoutValue[4] = 0.01;
stateTransitionOnTimeout[4] = "LoadCheckB";

stateName[5] = "LoadCheckB";
stateTransitionOnAmmo[5] = "Ready";
stateTransitionOnNoAmmo[5] = "Reload";

stateName[6] = "Reload";
stateTimeoutValue[6] = 1.2;
stateScript[6] = "onReloadStart";
stateTransitionOnTimeout[6] = "Wait";
stateWaitForTimeout[6] = true;
stateSound[6] = PistolClickSound;

stateName[7] = "Wait";
stateTimeoutValue[7] = 0.8;
stateSound[7] = MagazineOutSound;
stateScript[7] = "onReloadWait";
stateTransitionOnTimeout[7] = "Reloaded";

stateName[8] = "FireLoadCheckA";
stateScript[8] = "onLoadCheck";
stateTimeoutValue[8] = 0.01;
stateTransitionOnTimeout[8] = "FireLoadCheckB";

stateName[9] = "FireLoadCheckB";
stateTransitionOnAmmo[9] = "Smoke";
stateTransitionOnNoAmmo[9] = "ReloadSmoke";

stateName[10] = "Smoke";
stateEmitter[10] = gunSmokeEmitter;
stateEmitterTime[10] = 0.3;
stateEmitterNode[10] = "muzzleNode";
stateTimeoutValue[10] = 0.2;
stateTransitionOnTimeout[10] = "Ready";
stateTransitionOnTriggerDown[10] = "Fire";

stateName[11] = "ReloadSmoke";
stateEmitter[11] = gunSmokeEmitter;
stateEmitterTime[11] = 0.3;
stateEmitterNode[11] = "muzzleNode";
stateTimeoutValue[11] = 0.2;
stateTransitionOnTimeout[11] = "Reload";

stateName[12] = "Reloaded";
stateTimeoutValue[12] = 0.01;
stateScript[12] = "onReloaded";
stateTransitionOnTimeout[12] = "Ready";
};
The reload animations
Code: [Select]
function WMDImage::onReloadStart(%this,%obj,%slot)
{
%obj.toolAmmo[%obj.currTool] = 0;
%obj.playThread(2, wrench);
}

function WMDImage::onReloadWait(%this,%obj,%slot)
{
%obj.playThread(2, activate);
}

function WMDImage::onReloaded(%this,%obj,%slot)
{
%obj.toolAmmo[%obj.currTool] = %this.item.maxAmmo;
%obj.setImageAmmo(%slot,1);
}

function WMDImage::onUnMount(%this,%obj,%slot) //Whats this?
{
%obj.playThread(2, root);
}
Any suggestions?

15099
Modification Help / Re: Player Energy Problem
« on: June 16, 2010, 06:37:18 PM »
Yeah, it got rid of the error report, thanks for that, but the player didn't go into recover mode after that.
Code: [Select]
//quakePlayer.cs

//a new player datablock with quake-like movement



datablock PlayerData(PlayerQuakeArmor : PlayerStandardArmor)
{
   runForce = 1000 * 900;
   runEnergyDrain = 0.2;
   minRunEnergy = 1;
   maxForwardSpeed = 5.5;
   maxBackwardSpeed = 3;
   maxSideSpeed = 2.5;

   maxForwardCrouchSpeed = 3;
   maxBackwardCrouchSpeed = 2;
   maxSideCrouchSpeed = 1;

   jumpForce = 9 * 90; //8.3 * 90;
   jumpEnergyDrain = 20;
   minJumpEnergy = 1;
   jumpDelay = 40000;

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

rechargeRate = 0.04;
rechargeDelay = 40000;

uiName = "Quake-Like Player";
showEnergyBar = true;

   runSurfaceAngle  = 55;
   jumpSurfaceAngle = 55;
};
function PlayerQuakeArmor::onDamage(%client, %obj)
{
commandToClient(%obj.client,'bottomPrint',"\c6Damage Level: \c3" @ %obj.getDamageLevel() @ "%", 3);
parent::onDamage(%client, %obj);
}
function PlayerQuakeArmor::onnoEnergy(%obj)
{
%obj.getstateRecover();
}

Maybe the onnoEnergy(%obj) isn't a function
Yeah, the onnoEnergy is definitely not a function. I tried %obj.deactivateDirectInput(); and that didn't work. Unless i can't control that from inside a script?

15100
Modification Help / Re: Player Energy Problem
« on: June 16, 2010, 06:17:17 PM »
Ok i tried getstateRecovery and that doesn't work either.

Code: [Select]
function PlayerQuakeArmor::onnoEnergy(%client, %obj)
{
%obj.getstateRecover
}##
The bracket seems to be the problem. i tried putting ; after it, still the same problem. Any solutions?

15101
Modification Help / Re: Player Energy Problem
« on: June 15, 2010, 01:13:06 PM »
I'm just messing around with the quake-like player script, not releasing it.

15102
Modification Help / Player Energy Problem
« on: June 14, 2010, 01:21:10 PM »
I made a player type based off of the Quake player type, and made it so it can only run for a set period of time. The problem is that when it reaches the end of its energy bar, if I try to run, i get a jerky forwards movement as the energy bar reloads it self. I was wondering if I could have the energy bar stop reloading for a certain amount of time. During that time the player would go slower, or just stop in his tries.

Code: [Select]
//quakePlayer.cs

//a new player datablock with quake-like movement



datablock PlayerData(PlayerQuakeArmor : PlayerStandardArmor)
{
   runForce = 1000 * 900;
   runEnergyDrain = 0.2;
   minRunEnergy = 1;
   maxForwardSpeed = 5.5;
   maxBackwardSpeed = 3;
   maxSideSpeed = 2.5;

   maxForwardCrouchSpeed = 3;
   maxBackwardCrouchSpeed = 2;
   maxSideCrouchSpeed = 1;

   jumpForce = 9 * 90; //8.3 * 90;
   jumpEnergyDrain = 20;
   minJumpEnergy = 1;
   jumpDelay = 10;

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

rechargeRate = 0.04;

uiName = "Quake-Like Player";
showEnergyBar = true;

   runSurfaceAngle  = 55;
   jumpSurfaceAngle = 55;
};

function PlayerQuakeArmor::onDamage(%client, %obj)
{
commandToClient(%obj.client,'bottomPrint',"\c6Damage Level: \c3" @ %obj.getDamageLevel() @ "%", 3);
parent::onDamage(%client, %obj);
}

The parts I'm talking about are the runEnergy parts and recharge rate.

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