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Topics - _Dark_

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16
Drama / Quit Sending Me Suggestions
« on: January 24, 2012, 02:24:33 PM »
We never asked for suggestions, we never said we'd make your crap that's half of being already made. I keep getting messages about suggestions that I deleted. I decided to save one.
Quote
also, i got here a list of weapons + possibly videos or pictures:
sended ones: at4, g36c
I want to send:
Famas                          l video l: http://www.youtube.com/watch?v=4hQSmT9wXPc
biohazard pistol           lvideo l: http://www.youtube.com/watch?v=l-3tIWAUFm0
tactical shotgun           lvideo l: http://www.youtube.com/watch?v=td058Dv7g7I
uzi                                lvideo l: http://www.youtube.com/watch?v=0BivBM-fEno
uzi silenced                  lvideo l: http://www.youtube.com/watch?v=0BivBM-fEno
mini uzi                        lvideo l: http://www.youtube.com/watch?v=0BivBM-fEno
mini uzi silenced          lvideo l: http://www.youtube.com/watch?v=0BivBM-fEno
micro uzi                      lvideo l: http://www.youtube.com/watch?v=0BivBM-fEno
micro uzi silenced        lvideo l: http://www.youtube.com/watch?v=0BivBM-fEno
mac 10                        lvideo l: http://www.youtube.com/watch?v=0BivBM-fEno
mac 10  silenced          lvideo l: http://www.youtube.com/watch?v=0BivBM-fEno
vulcan m134 minigun: lvideo l: http://www.youtube.com/watch?v=A_djlYMFK6s&feature=relmfu
surgeon m870:           lvideo l: http://www.youtube.com/watch?v=Z0zxX9DOedY&feature=relmfu

thats it :D, enjoy it and please send me something back if want more suggestions.
-dion20531
We never asked for suggestions. I've gotten at least 20 messages like this. Just because we make add-ons doesn't mean were going to make everything you want. We have a section of forum for that. It's starting to get annoying, we aren't the solutions to all your problems.

17
Gallery / Arctic Warfare TDM
« on: January 17, 2012, 08:04:23 PM »
I built this a long while back, for some reason I felt the need to post this today. I probably wont host this unless I get really bored one day. It's kinda a destroyed old construction site. Also gameplay is a lot more fun i have been told. Someone can talk me into hosting it.

Classes:
Assault
Recon
Heavy
SMG

Note in the first pic I used light for the sake of the pic, it isn't really in build.






Go ahead and rate x/10

Also when I was making these pics I didn't know I had a renderman mod on and he scared the crap out of me :c
so gusie first pic is a hitnt to a movie me and filipe are making trololololollolololololl, its gon eb tacticool.

18
Drama / Russian Website impersonating as official Blockland Site?
« on: January 05, 2012, 06:02:28 PM »
http://blockland.my1.ru/
I found this in a video. I'm not sure if there trying to impersonate or it's a fan site. I figured I should post it here. It has a download of the demo and everything. He also pretty much copied everything from the official site.

19
Games / Wat2play
« on: November 27, 2011, 05:08:29 PM »

This or play MW3 on the PS3. I have a crap computer.

Also post games you have and ask wat2play if your bored.

20
Off Topic / Do I ever learn?
« on: November 27, 2011, 02:00:45 AM »
So earlier today my friend kept asking me to stay the night over with another friend of mine. All of these sleepovers end up where both friends fall asleep first thing and I'm stuck awake not being able to sleep due to a hard floor and my friends loud snoring. My friend agreed to pull an all nighter and I decided to just join. So long story short, here I am making this topic on my phone not being able to sleep due to snoring and a hard floor. Wat2dofor4hours

21
Suggestions & Requests / Forum Request: Two People Editing
« on: November 19, 2011, 02:58:20 PM »
Basically it's were two or more people can edit a topic with the topic creators permission. It would be useful for mod team topics and server topics.

22
Games / PSN is down
« on: November 17, 2011, 03:13:50 PM »
I haven't done any research yet but lets hope this isn't a month long downage.

23
Modification Help / Reloading does not work
« on: November 12, 2011, 08:34:14 PM »
I am having dear trouble with reloading. I've searched solutions, looked at Support_AmmoGuns, basically a lot. I am not familiar since this is my first time using ammo.
Quote
datablock AudioProfile(vectorFireSound)
{
  filename = "./Vectorfire.wav";
  description = AudioClosest3d;
  preload = true;
};

datablock ParticleData(vectorFlashParticle)
{
  dragCoefficient = 0;
  gravityCoefficient = 0;
  inheritedVelFactor = 1;
  constantAcceleration = 0;
  lifetimeMS = 30;
  lifetimeVarianceMS = 0;
  textureName = "base/data/particles/cloud";
  spinSpeed = 50;
  spinRandomMin = -500;
  spinRandomMax = 500;
  colors[0] = "1 1 1 1";
  colors[1] = "0.4 0.4 0.4 0.5";
  colors[2] = "0.2 0.2 0.2 0";
  sizes[0] = 0.1;
  sizes[1] = 0.2;
  sizes[2] = 0;
  times[9] = 0;
  times[1] = 0.3;
  times[2] = 1;
  useInvAlpha = false;
};

datablock ParticleEmitterData(vectorFlashEmitter)
{
  uiName = "";
  ejectionPeriodMS = 3;
  periodVarianceMS = 0;
  ejectionVelocity = 50;
  velocityVariance = 0;
  ejectionOffset = 0;
  thetaMin = 0;
  thetaMax = 10;
  phiReferenceVel = 0;
  phiVariance = 360;
  overrideAdvance = false;
  particles = "vectorFlashParticle";
};
datablock ParticleData(vectorSmokeParticle)
{
        dragCoefficient      = 3;
        gravityCoefficient   = -0.5;
        inheritedVelFactor   = 0.2;
        constantAcceleration = 0.0;
        lifetimeMS           = 525;
        lifetimeVarianceMS   = 55;
        textureName          = "base/data/particles/star1"; //this was a fail but ended up being a cool spark effect
        spinSpeed                = 10.0;
        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]      = 0.15;
        sizes[1]      = 0.15;

        useInvAlpha = false;
};
datablock ParticleEmitterData(vectorSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "vectorSmokeParticle";

   uiName = "Vector Smoke";
};

datablock ExplosionData(VectorExplosion)
{
  lifeTimeMS = 50;
  emitter[0] = vectorSmokeEmitter;
  faceViewer = true;
  explosionScale = "1 1 1";
  shakeCamera = true;
  camShakeFreq = "5 5 5";
  camShakeAmp = "1 1 1";
  camShakeDuration = 0.5;
  camShakeRadius = 1;
};

//### Projectile

AddDamageType("vector",'<bitmap:Add-ons/Weapon_Tacticalweps/CI_vector> %1','%2 <bitmap:Add-ons/Weapon_Tacticalweps/CI_vector> %1',0.2,1);

datablock ProjectileData(VectorProjectile)
{
   projectileShapeName = "Add-ons/Weapon_Gun/bullet.dts";
   directDamage        = 16;
   directDamageType    = $DamageType::vector;
//   radiusDamageType    = $DamageType::vector;

   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             = 0;
   verticalImpulse          = 0;
   explosion           = VectorExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;

   muzzleVelocity      = 90;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.0;
   bounceFriction      = 0.0;
   isBallistic         = false;
   gravityMod = 0.3;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";

   uiName = "Vector Bullet";
};

//### Item

datablock ItemData(vectorItem)
{
  uiName = "TDi Vector Supressed"; //I be showin this to ma server
  iconName = "";
  image = vectorImage;
  category = Weapon;
  className = Weapon;
  shapeFile = "./Vector.dts";
  mass = 1;
  density = 0.2;
  elasticity = 0;
  friction = 0.6;
  emap = true;
  doColorShift = true;
  colorShiftColor = "1 1 1 1";
  canDrop = true;
   maxAmmo = 30; //Vector y must u be shooting only once ;c
   canReload = 1;
};

//### Item Image

datablock shapeBaseImageData(vectorImage)
{
  shapeFile = "./Vector.dts";
  emap = true;
  correctMuzzleVector = true;
  className = "WeaponImage";
  item = bowItem;
  ammo = "";
  casing = gunShellDebris;
   shellExitDir        = "0.0 -5.0 -10.0";
   shellExitOffset     = "0 -10 -5";
   shellExitVariance   = 15.0;   
   shellVelocity       = 1.0;
  melee = false;
  doReaction = false;
  armReady = true;
  doColorShift = true;
  colorShiftColor = "1 1 1 1";
 
     className = "WeaponImage";
   // Projectile && Ammo.
   item = VectorItem;
   ammo = " ";
   projectile = VectorProjectile;
   projectileType = Projectile;
   casing = gunShellDebris;
   shellExitDir        = "1.0 -0.1 1.0";
   shellExitOffset     = "0 0 0";
   shellExitVariance   = 10.0;
   shellVelocity       = 5.0;

  stateName[0]= "Activate";
stateTimeoutValue[0]= 0.3;
stateWaitForTimeout[0]= true;
stateTransitionOnTimeout[0]= "LoadCheckA";
stateSound[0]= weaponSwitchSound;

stateName[1]                    = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1]        = true;
stateTimeoutValue[1]= 0.01;
stateTransitionOnNoAmmo[1]= "Reload";

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "FireLoadCheckA";
stateTimeoutValue[2]            = 0.06;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]= "Fire";
stateScript[2]= "onFire";
stateWaitForTimeout[2]= true;
stateEmitter[2]= VectorFlashEmitter;
stateEmitterTime[2]= 0.06;
stateEmitterNode[2]= "muzzleNode";
stateSound[2]= vectorfireSound;

        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]                        = 0.6;
        stateScript[6]                                = "onReloadStart";
        stateTransitionOnTimeout[6]                = "Wait";
        stateWaitForTimeout[6]                        = true;
        stateSound[6]                                = Block_MoveBrick_Sound;
       
        stateName[7]                                = "Wait";
        stateTimeoutValue[7]                        = 0.4;
        stateScript[7]                                = "onReloaded";
        stateTransitionOnTimeout[7]                = "Ready";
        stateSound[7]                                = Block_PlantBrick_Sound;
       
        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";
};

function vectorImage::onFire(%this,%obj,%slot)
{
        Parent::onFire(%this,%obj,%slot);
        %obj.playThread(2, plant);
        %obj.toolAmmo[%obj.currTool]--;
}

function vectorImage::onReloadStart(%this,%obj,%slot)
{
        %obj.playThread(2, shiftLeft);
}

function vectorImage::onReloaded(%this,%obj,%slot)
{
        %obj.playThread(2, shiftAway);
       
        %obj.toolAmmo[%obj.currTool] = %this.item.maxAmmo;
        %obj.setImageAmmo(%slot,1);
}

function vectorImage::onUnMount(%this,%obj,%slot)
{
        %obj.playThread(2, root);
}

function vectorImage::onFire(%this,%obj,%slot)
{


        %projectile = %this.projectile;
        %spread = 0.0010;
        %shellcount = 1;

        for(%shell=0; %shell<%shellcount; %shell++)
        {
                %vector = %obj.getMuzzleVector(%slot);
                %objectVelocity = %obj.getVelocity();
                %vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
                %vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
                %velocity = VectorAdd(%vector1,%vector2);
                %x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
                %y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
                %z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
                %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
                %velocity = MatrixMulVector(%mat, %velocity);

                %p = new (%this.projectileType)()
                {
                        dataBlock = %projectile;
                        initialVelocity = %velocity;
                        initialPosition = %obj.getMuzzlePoint(%slot);
                        sourceObject = %obj;
                        sourceSlot = %slot;
                        client = %obj.client;
                };
                MissionCleanup.add(%p);
        }
        return %p;
}

function vectorImage::onFire2(%this,%obj,%slot)
{
        %projectile = %this.projectile;
        %spread = 0.0014;
        %shellcount = 1;

        for(%shell=0; %shell<%shellcount; %shell++)
        {
                %vector = %obj.getMuzzleVector(%slot);
                %objectVelocity = %obj.getVelocity();
                %vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
                %vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
                %velocity = VectorAdd(%vector1,%vector2);
                %x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
                %y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
                %z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
                %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
                %velocity = MatrixMulVector(%mat, %velocity);

                %p = new (%this.projectileType)()
                {
                        dataBlock = %projectile;
                        initialVelocity = %velocity;
                        initialPosition = %obj.getMuzzlePoint(%slot);
                        sourceObject = %obj;
                        sourceSlot = %slot;
                        client = %obj.client;
                };
                MissionCleanup.add(%p);
        }
        return %p;
}

Sorry if my code is to messy for you

24
Modification Help / Good Sound Librarys
« on: November 07, 2011, 06:57:38 PM »
I need to find a good sound library for gun shots, preferebly supressed. I can't find any. What do you guys use?

25
Off Topic / I officialy hate McDonalds now
« on: October 18, 2011, 07:07:21 PM »
After a NJHS meeting me and my friends decided to go to the McDonald's right by our school. We set out stuff down at a table and went to order. Here's the conversation with my friend and the employee.

Employee: Are you guys from the middle school?
Friend: Yea.
Employee: Well sorry you can order still but you are not aloud to eat in here.

Reallly? Just really?

26
Modification Help / Sound errors now
« on: October 18, 2011, 06:32:08 PM »
I get this error in console and I cannot figure out what's wrong with it.

Quote
//M82 Barrett 50.cal
//Modeler: Aware14 (Beastly loveer)
//Script: Ghille (uber cool one with herbs)
//Herb Productions Inc.

Datablock AudioProfile(##M##82FireSound)
{
  filename = "./BarrettFire.wav";
  description = AudioClose3d;
  preload = true;
};

datablock ParticleData(BarrettTrailParticle)
{
        dragCoefficient      = 3;
        gravityCoefficient   = -0.0;
        inheritedVelFactor   = 0.0;
        constantAcceleration = 0.0;
        lifetimeMS           = 625;
        lifetimeVarianceMS   = 55;
        textureName          = "base/data/particles/cloud";  //Woo cloud of smoke is epic
        spinSpeed                = 10.0;
        spinRandomMin                = -500.0;
        spinRandomMax                = 500.0;
        colors[0]     = "0.3 0.3 0.9 0.4";
        colors[1]     = "0.5 0.5 0.5 0.0";
        sizes[0]      = 0.15;
        sizes[1]      = 0.25;

        useInvAlpha = false;
};
datablock ParticleEmitterData(BarrettTrailEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 0.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "BarrettTrailParticle";
};
//### Projectile

AddDamageType("Barrett",'<bitmap:Add-ons/Weapon_Barrett50cal/CI_Barret> %1','%2 <bitmap:Add-ons/Weapon_Barrett50cal/CI_Barret> %1',0.2,1);
//my lack of spelling skill
datablock ProjectileData(BarrettProjectile)
{
  uiName = "50.Cal Bullet";  //we should do a custom model here by making the default bullet longer
  projectileShapeName = "Add-ons/Weapon_Gun/bullet.dts";
  directDamage = 160;
  directDamageType = $DamageType::Barrett;
  radiusDamageType = $DamageType::Barrett;
  brickExplosionRadius = 0;
  brickExplosionImpact = true;
  brickExplosionForce = 80;
  brickExplosionMaxVolume = 1;
  brickExplosionMaxVolumeFloati ng = 2;
  impactImpulse = 175;
  verticalImpulse = 0;
  explosion = GunExplosion;
  particleEmitter     = BarrettTrailEmitter;
  muzzleVelocity = 200; // 350
  verInheritFactor = 1;
  armingDelay = 0;
  lifetime = 4000;
  fadeDelay = 2000;
  bounceElasticity = 0.5;
  bounceFriction = 0.2;
  isBallistic = true;
  gravityMod = 0.10;
  hasLight = false;
  lightRadius = 3;
  lightColor = "1 0.5 0";
};

//### Item

datablock ItemData(BarrettItem)
{
  uiName = "M82 Barrett";
  iconName = "./UIBarrett";
  image = BarrettImage;
  category = "Weapon";
  className = "Weapon";
  shapeFile = "./Barret.dts";  //Awares lack of spelling skill
  mass = 4.2;
  density = 0.2;
  elasticity = 0;
  friction = 0.6;
  emap = true;
  doColorShift = true;
  colorShiftColor = "1 1 1 1";
  canDrop = true;
};

//### Ze Item Image

datablock ShapeBaseImageData(BarrettImage)
{
  shapeFile = "./Barret.dts";
  emap = true;
  mountPoint = 0;
  offset = "0 0 0";
  correctMuzzleVector = true;
  eyeOffset = "0 0 0";
  rotation = eulerToMatrix("0 0 0");
  className = "WeaponImage";
  item = BarrettItem;
  ammo = " ";
  projectile = BarrettProjectile;
  projectileType = Projectile;
  casing = gunShellDebris;
  shellExitDir = "1 -1 0.5";
  shellExitOffset = "0 0 0";
  shellExitVariance = 10;
  shellVelocity = 6;
  melee = false;
  doReaction = false;
  armReady = true;
  minShotTime = 2000;
  doColorShift = true;
  colorShiftColor = "1 1 1 1";

  stateName[0] = "Activate";
  stateTimeoutValue[0] = 0.2;
  stateTransitionOnTimeout[0] = "Ready";
  stateSound[0] = weaponSwitchSound;

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

  stateName[2] = "Fire";
  stateTransitionOnTimeOut[2] = "Reload";
  stateTimeoutValue[2] = "0.4";
  stateFire[2] = true;
  stateAllowImageChange[2] = false;
  stateWaitForTimeout[2] = true;
  stateEmitter[2] = gunFlashEmitter;
  stateEmitterTime[2] = 0.05;
  stateEmitterNode[2] = "muzzlePoint";
  stateSound[2] = M82FireSound;
  stateScript[2] = "onFire";

  stateName[3] = "Reload";
  stateTimeoutValue[3] = 0.4;
  stateSequence[3] = "Fire";
  stateTransitionOnTimeout[3] = "Delay";
  stateWaitForTimeout[3] = true;
  stateEjectShell[3] = true;
  stateAllowImageChange[4] = false;
//ze delay
  stateName[4] = "Delay";
  stateTimeoutValue[4] = 0.1;
  stateTransitionOnTimeout[4] = "Ready";
  stateWaitForTimeout[4] = true;
  stateAllowImageChange[4] = false;
}; 
Don't think I just posted this on forums without trying. I tried alot of solutions.

27
Drama / cool1995 ALT of adelthesuper
« on: October 17, 2011, 03:56:01 PM »
This guy was apparently stupid on his original account. He has now stolen a build.
http://forum.blockland.us/index.php?topic=173750.0

I was suspicous with him on his gallery topic so I posted somethign about how he jus figured out how to install add-ons. Heres his replys:
actually i had blockland for 6 years and then today when i got on new update for blockland but my addons would work on version 20 so i reinstalled blockland

also this server is 98% done


whoa ive hav not been on for 6weeks not years
Note how he keeps changing his answer.
yea i bought it around version 14 but i played just about every day and i just updated from 19 dumbass
i havent been able to play in last 6 weeks because my internet is down and im useing somones next door thts not a good connection thts y server is 98% done cause i cant start untill i get internet in a week

This guy is stupid and is awful at covering his trail.

Profile:
http://forum.blockland.us/index.php?action=profile;u=30833

Posts
http://forum.blockland.us/index.php?action=profile;u=30833;sa=showPosts

28


Topic full of stuff soon to come.



This is now the progress of Tactical Weapons Updates
Release Link: http://forum.blockland.us/index.php?topic=143268.315

Plans
Add M4 Shotgun
Add CZ75
Add USP.45 Tactical
Add LG USC Carbine

Gat ^

Tactical Weapons - Optic Update

I have a huge update planned for Tactical Weapons. First I'm adding the following weapons:
CZ75
G36C
Ares Shrike
LG USC Carbine

I'm fixing the no bullet eject shells. Here are some of the new features for this pack:
Adding a workable flashlight to the TDi Vector
Laser Sight for the G36C
Your finnaly going to get the CZ75
I'm not going to work Valve time


Tactical Weapons - Equipment Pack

Basically a separate pack of equipment. It will include:
Scuba Gear (Going to be compatible with the oxygen mod)
Adding the gas mask to this pack
Smoke Grenade
Throwable Knife
Body Armor
Medkit


Weapons
Tommy Gun
Pump Shotgun
Smith and Wesson Model 12
Switch Blade

Features:
Sprinting
Epic swaggerish culness

Progress
Model: 0%
Script: 0%

TEH FUTURE

GH-50
Future sniper rifle I designed in entrepreneur -My-Gun
Design:


AWA-1
A assualt rifle with grenade launcher

Grenade launcher De-activated:

Grenade launcher activated:


WLF-69
A deadly carbine
Stealth Rose
A knife with cloaking ability
Picture of cloak


GFW-50
A deadly small flamethrower


Will be more to come when we make new ideas
Script: 0%
Model: 0%

Ghillie suit and Ghillied up sniper
Script: 0%
Model: 5%

And now a list of stuff Ghille wants to make but needs Awares approval
FAMAS
AK-47
RPD
RPG
Wunderwaffe(olooololololnopenotreally)
M21 Ebr
Stealth Bomber
Ar-15 w/wo LMG Customization
MP5A2
AKS-74u



Steam group
http://steamcommunity.com/groups/herbproductioninc


29
Help / Avatar Favorites, Faces, Decals are gone
« on: October 09, 2011, 10:31:38 AM »
After fighting with Norton and uninstalling and reinstalling Blockland I finally got it to work. Now I don't have any faces or decals. Plus I lost all my avatar options.

30
Games / Greatest PS3 Ad Ever
« on: October 08, 2011, 02:04:40 PM »
http://www.youtube.com/watch?v=mdWkool kids klubSckNk&feature=channel_video_title
I can watch this over and over.

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