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Topics - The Titanium

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106
Suggestions & Requests / Model for Syringe gun?
« on: September 01, 2010, 11:50:15 AM »
Does anyone have a model for a Syringe gun?

107
Pretty much explained in the title, I was wondering if we could implement a script that could let people let their weapons function with its projectile's damage increasing as the collided victim gets closer and damage decreasing as the collided victim gets further

108
I've been yelling at my computer for being a total piece of stuff for the last our because in a certain script, this loving image WONT loving RECOGNIZE ONUNMOUNT.
Does ANYONE know what I'm doing wrong!?
It worked before!
Code: [Select]
AddDamageType("TF2Minigun",   '<bitmap:add-ons/Weapon_TF2Minigun/CI_Minigun> %1',    '%2 <bitmap:add-ons/Weapon_TF2Minigun/CI_Minigun> %1',0.5,1);

datablock DecalData(TF2MinigunCI)
{
    textureName = "./CI_Minigun";
};    

datablock DecalData(TF2minigunIcon)
{
    textureName = "./icon_TF2minigun";
};

datablock AudioProfile(TF2MinigunFireLoopSound)
{
filename = "./TF2MinigunFireLoop.wav";
description = AudioClosestLooping3d;
preload = true;
};

datablock AudioProfile(TF2MinigunFireSound)
{
filename = "./TF2MinigunFire.wav";
description = AudioClosest3d;
preload = true;
};

datablock AudioProfile(TF2MinigunSpinLoopSound)
{
filename = "./TF2MinigunSpinLoop.wav";
description = AudioClosestLooping3d;
preload = true;
};

datablock AudioProfile(TF2MinigunSpinupSound)
{
filename = "./TF2MinigunSpinup.wav";
description = AudioClosest3d;
preload = true;
};

datablock AudioProfile(TF2MinigunSpindownSound)
{
filename = "./TF2MinigunSpindown.wav";
description = AudioClosest3d;
preload = true;
};

datablock AudioProfile(TF2MinigunRicSound)
{
filename = "./TF2MinigunRic.wav";
description = AudioClosest3d;
preload = true;
};

datablock ParticleData(TF2MinigunFlashParticle)
{
   dragCoefficient = 0;
   gravityCoefficient = 0;
   inheritedVelFactor = 1;
   constantAcceleration = 0;
   lifetimeMS = 30;
   lifetimeVarianceMS = 0;
   //textureName = "./muzzle";
   textureName = "base/data/particles/cloud";
   spinSpeed = 10;
   spinRandomMin = -500;
   spinRandomMax = 500;
   colors[0] = "1 1 0.5 0.5";
   colors[1] = "1 0.5 0 0.5";
   colors[2] = "1 0 0 0.5";
   sizes[0] = 0.9;
   sizes[1] = 0;
   sizes[2] = 0;
   useInvAlpha = false;
};

datablock ParticleEmitterData(TF2MinigunFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 50;
   velocityVariance = 0;
   ejectionOffset = 0;
   thetaMin = 0;
   thetaMax = 1;
   phiReferenceVel = 0;
   phiVariance = 360;
   overrideAdvance = false;
   particles = "TF2MinigunFlashParticle";
   uiName = "TF2 Minigun Flash";
};

datablock ParticleData(TF2MinigunSmokeParticle)
{
   dragCoefficient         = 4;
   gravityCoefficient    = -1.0;
   inheritedVelFactor    = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS                = 425;
   lifetimeVarianceMS    = 55;
   textureName               = "base/data/particles/cloud";
   spinSpeed = 10.0;
   spinRandomMin = -500.0;
   spinRandomMax = 500.0;
   colors[0]       = "0.5 0.5 0.5 0.7";
   colors[1]       = "0.5 0.5 0.5 0.0";
   sizes[0]         = 0.05;
   sizes[1]         = 0.25;
   useInvAlpha = false;
};
datablock ParticleEmitterData(TF2MinigunSmokeEmitter)
{
   ejectionPeriodMS = 10;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset    = 0.0;
   thetaMin             = 0;
   thetaMax             = 90;
   phiReferenceVel   = 0;
   phiVariance         = 360;
   overrideAdvance = false;
   particles = "TF2MinigunSmokeParticle";
};

//////////
// item //
//////////
datablock ItemData(TF2MinigunItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "./Minigun.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "TF2 Minigun";
iconName = "./icon_TF2Minigun";
doColorShift = true;
colorShiftColor = "0.1 0.1 0.1 1.000";

// Dynamic properties defined by the scripts
image = TF2MinigunIdleImage;
canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(TF2MinigunIdleImage)
{
   // Basic Item properties
   shapeFile = "./Minigun.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 -0.1 -0.5";
   eyeOffset = "0.30 1 -0.5";
   rotation = eulerToMatrix( "75 0 0" );
   eyerotation = eulerToMatrix( "75 50 -25" );

   // 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 = TF2MinigunProjectile;
   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 = TF2MinigunItem.colorShiftColor;//"0.1 0.1 0.1 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";
stateSequence[0] = "root";
stateSound[0] = weaponSwitchSound;
stateScript[0]                  = "onActivate";

stateName[1]                    = "Ready";
stateTransitionOnTriggerDown[1] = "Spinup";
stateSequence[1] = "root";
stateAllowImageChange[1]        = true;
stateTransitionOnNoAmmo[1] = "Spinup";

stateName[2]                    = "Spinup";
stateScript[2]                  = "onSpinup";
stateAllowImageChange[2]        = false;
stateTransitionOnTimeout[2]     = "Fire";
stateTimeoutValue[2]            = 0.67;
stateSequence[2] = "Spin";

stateName[3] = "Fire";
stateScript[3]                  = "onFire";
};

function TF2MinigunIdleImage::onUnMount(%this,%obj,%slot)
{
parent::OnUnMount(%this,%obj,%slot);
%obj.stopAudio(2);
%obj.stopAudio(3);
schedule(10,0,TF2MinigunUnMount,%obj);
}

function TF2MinigunIdleImage::onActivate(%this,%obj,%slot)
{
%obj.setImageAmmo(0, 1);
%obj.TF2MinigunTriggerdown = 0;
}

function TF2MinigunIdleImage::onFire(%this,%obj,%slot)
{
%obj.mountimage(TF2MinigunSpinupimage,0);
}

function TF2MinigunIdleImage::onSpinup(%this,%obj,%slot)
{
%obj.playAudio(2,TF2MinigunSpinupSound);
}

package TF2MinigunAltFire
{
function Armor::onTrigger(%this, %obj, %slot, %val)
{
if(%obj.getMountedImage(0) $= TF2MinigunIdleImage.getID() && %slot $= 4 && %val == 1)
{
%obj.TF2MinigunTriggerdown = 1;
//%obj.setImageAmmo(0, 0);
schedule(10,0,TF2MinigunTriggerDown,%obj);
}
if(%obj.getMountedImage(0) $= TF2MinigunIdleImage.getID() && %slot $= 4 && %val == 0)
{
%obj.TF2MinigunTriggerdown = 0;
%obj.setImageAmmo(0, 1);
}
if(%obj.getMountedImage(0) $= TF2MinigunImage.getID() && %slot $= 4 && %val == 1)
{
%obj.TF2MinigunTriggerdown = 1;
//%obj.setImageAmmo(0, 0);
schedule(10,0,TF2MinigunTriggerDown,%obj);
}
if(%obj.getMountedImage(0) $= TF2MinigunImage.getID() && %slot $= 4 && %val == 0)
{
%obj.TF2MinigunTriggerdown = 0;
%obj.setImageAmmo(0, 1);
}    
Parent::onTrigger(%this, %obj, %slot, %val);
}

};
activatePackage(TF2MinigunAltFire);

function TF2MinigunTriggerDown(%obj)
{
if(%obj.TF2MinigunTriggerDown == 1)
{
%obj.setImageAmmo(0, 0);
schedule(10,0,TF2MinigunTriggerDown,%obj);
%obj.playthread(2, plant);
}
if(%obj.TF2MinigunTriggerDown == 0)
{
%obj.setImageAmmo(0, 1);
}
}

function TF2MinigunUnMount(%obj)
{
if(isobject(%obj.getmountedimage(0)) && (%obj.getmountedimage(0).getname() !$= "TF2MinigunSpinupImage" && %obj.getmountedimage(0).getname() !$= "TF2MinigunSpindownImage" && %obj.getmountedimage(0).getname() !$= "TF2MinigunImage"))
{
%obj.TF2MinigunTriggerdown = 0;
}
}


////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(TF2MinigunSpinupImage)
{
   // Basic Item properties
   shapeFile = "./Minigun.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 -0.05 -0.25";
   eyeOffset = "0.30 0.75 -0.5";
   rotation = eulerToMatrix( "37.5 0 0" );
   eyerotation = eulerToMatrix( "38.5 25 -11" );

   doColorShift = true;
   colorShiftColor = TF2MinigunItem.colorShiftColor;//"0.1 0.1 0.1 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";
stateSequence[0] = "spin";
stateTimeoutValue[0]            = 0.2;
stateTransitionOnTimeout[0]     = "Ready";
stateAllowImageChange[0]        = false;

stateName[1] = "Ready";
stateSequence[1] = "spin";
statescript[1] = "OnReady";
};

function TF2MinigunSpinupImage::onReady(%this,%obj,%slot)
{
%obj.mountimage(TF2Minigunimage,0);
}

function TF2MinigunSpinupImage::onUnMount(%this,%obj,%slot)
{
parent::OnUnMount(%this,%obj,%slot);
%obj.stopAudio(2);
%obj.stopAudio(3);
schedule(10,0,TF2MinigunUnMount,%obj);
}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(TF2MinigunSpindownImage : TF2MinigunSpinupImage)
{
   // Initial start up state
stateName[0]                    = "Activate";
stateSequence[0] = "root";
stateTimeoutValue[0]            = 0.2;
stateTransitionOnTimeout[0]     = "Ready";
stateAllowImageChange[0]        = false;
stateTransitionOnTriggerDown[0] = "Ready";

stateName[1] = "Ready";
stateSequence[1] = "root";
statescript[1] = "OnReady";
};

function TF2MinigunSpindownImage::onReady(%this,%obj,%slot)
{
%obj.mountimage(TF2MinigunIdleimage,0);
}

function TF2MinigunSpindownImage::onUnMount(%this,%obj,%slot)
{
parent::OnUnMount(%this,%obj,%slot);
%obj.stopAudio(3);
schedule(10,0,TF2MinigunUnMount,%obj);
}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(TF2MinigunImage)
{
   // Basic Item properties
   shapeFile = "./Minigun.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = "0.30 0.05 -0.5";
   rotation = eulerToMatrix( "0 0 0" );
   eyerotation = eulerToMatrix( "2 0 3" );

   // 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 = TF2MinigunProjectile;
   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 = TF2MinigunItem.colorShiftColor;//"0.1 0.1 0.1 1.000";

 //Raycasting Weapons settings
   raycastWeaponRange = 1000;
   raycastWeaponTargets = $TypeMasks::FxBrickObjectType | //Targets the weapon can hit: Raycasting Bricks
   $TypeMasks::PlayerObjectType | //AI/Players
   $TypeMasks::StaticObjectType | //Static Shapes
   $TypeMasks::TerrainObjectType | //Terrain
   $TypeMasks::VehicleObjectType; //Vehicles
   raycastWeaponPierceTargets = ""; //Gun cannot pierce
   raycastExplosionProjectile = gunprojectile;
   raycastExplosionSound = "TF2MinigunRicSound"; //sound played by exploding gunprojectile
   raycastDirectDamage = 9;
   raycastDirectDamageType = $DamageType::TF2Minigun;
   raycastSpreadCount = 1;
   raycastSpreadAmt = 0.004;
   raycastTracerProjectile = TF2BulletTrailProjectile;

   //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";
stateScript[0] = "OnActivate";
stateTimeoutValue[0]            = 0.15;
stateTransitionOnTimeout[0]     = "Ready";
stateSequence[0] = "Spin";

stateName[1]                    = "Ready";
stateScript[1] = "OnReady";
stateSequence[1] = "Spin";
stateTimeoutValue[1]            = 1.00;
stateTransitionOnTimeout[1]     = "Spindown";
stateTransitionOnTriggerDown[1] = "Fire";
stateTransitionOnNoAmmo = "AltFire";

stateName[2]                    = "AltFire";
stateScript[2]                  = "OnAltFire";
stateSequence[2] = "Spin";
stateTransitionOnTriggerDown[2] = "Fire";
stateTransitionOnAmmo[2] = "Ready";

stateName[3]                    = "Fire";
stateSequence[3] = "Spin";
stateTransitionOnTimeout[3]     = "Smoke";
stateTimeoutValue[3]            = 0.01;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;
stateEmitter[3] = TF2MinigunFlashEmitter;
stateEmitterTime[3] = 0.01;
stateEmitterNode[3] = "muzzleNode";
//stateSound[3] = TF2MinigunFireSound;
stateEjectShell[3]       = true;

stateName[4] = "Smoke";
stateEmitter[4] = TF2MinigunSmokeEmitter;
stateEmitterTime[4] = 0.05;
stateEmitterNode[4] = "muzzleNode";
stateTimeoutValue[4]            = 0.05;
stateTransitionOnTimeout[4]     = "Check";

stateName[5] = "Check";
stateScript[5] = "OnCheck";
stateTransitionOnTriggerUp[5] = "AltFire";
stateTransitionOnTriggerDown[5] = "Fire";

stateName[6]                    = "Spindown";
stateSequence[6] = "root";
stateScript[6]             = "OnSpindown";

};

function TF2MinigunImage::onUnMount(%this,%obj,%slot)
{
parent::OnUnMount(%this,%obj,%slot);
%obj.stopAudio(2);
%obj.stopAudio(3);
schedule(10,0,TF2MinigunUnMount,%obj);
}

function TF2MinigunImage::onActivate(%this,%obj,%slot)
{
%obj.SetImageAmmo(0, 1);
}

function TF2MinigunImage::onFire(%this,%obj,%slot)
{
Parent::onFire(%this,%obj,%slot);
%obj.TF2MinigunPlaySpinSound = 0;
if(!%obj.TF2MinigunPlayFireSound)
{
%obj.TF2MinigunPlayFireSound = 1;
%obj.playAudio(3,TF2MinigunFireLoopSound);
}
}

function TF2MinigunImage::onReady(%this,%obj,%slot)
{
%obj.TF2MinigunPlayFireSound = 0;
%obj.TF2MinigunPlaySpinSound = 0;
%obj.stopAudio(3);
}

function TF2MinigunImage::onAltFire(%this,%obj,%slot)
{
%obj.TF2MinigunPlayFireSound = 0;
if(!%obj.TF2MinigunPlaySpinSound)
{
%obj.TF2MinigunPlaySpinSound = 1;
%obj.playAudio(2,TF2MinigunSpinLoopSound);
}
%obj.stopAudio(3);
}

function TF2MinigunImage::onSpindown(%this,%obj,%slot)
{
%obj.mountimage(TF2MinigunSpindownimage,0);
%obj.playAudio(2,TF2MinigunSpindownSound);
%obj.stopAudio(3);
}

package TF2MinigunDropTool
{
function servercmdDropTool(%this,%slot)
{
if(isobject(%this.player.tool[%slot]) && %this.player.tool[%slot].getname() $= "TF2MinigunItem")
{
parent::servercmdDropTool(%this,%slot);
//if(isobject(%this.player.getmountedimage(0)) && %this.player.getmountedimage(0).getname() $= "TF2SpinupImage")
//if(getSubStr(%this.player.getMountedImage(0).getName, 0, 10) $= "TF2Minigun")
//if(isobject(%this.player.getmountedimage(0)) && (%this.player.getmountedimage(0).getname() $= ("TF2MinigunSpinupImage" || "TF2MinigunSpindownImage" || "TF2MinigunImage"))
if(isobject(%this.player.getmountedimage(0)) && (%this.player.getmountedimage(0).getname() $= "TF2MinigunSpinupImage" || %this.player.getmountedimage(0).getname() $= "TF2MinigunSpindownImage" || %this.player.getmountedimage(0).getname() $= "TF2MinigunImage"))
{
%this.player.schedule(5,unmountimage,0);
%obj.stopAudio(2);
%obj.stopAudio(3);
}
return;
}
parent::servercmdDropTool(%this,%slot);
}
};
activatepackage(TF2MinigunDropTool);


109
Suggestions & Requests / Event_OnMinigameTimeout
« on: August 29, 2010, 06:47:58 PM »
Basically an event that's triggered when the TDM timer goes off.
No, not OnMinigameReset
This is for if you wanted to for example cause Team 1 to win if the timer finishes.

110
Suggestions & Requests / TF2-esque Critical and Mini-Crit hits
« on: August 29, 2010, 05:26:41 PM »
The idea is to package the damage script, quote:
Quote from: Badspot
Code: [Select]
function ProjectileData::damage(%this,%obj,%col,%fade,%pos,%normal)
{
   if(%this.directDamage <= 0)
      return;

   %damageType = $DamageType::Direct;
   if(%this.DirectDamageType)
      %damageType = %this.DirectDamageType;

   %scale = getWord(%obj.getScale(), 2);
   %directDamage = mClampF(%this.directDamage, -100, 100) * %scale;

   if(%col.getType() & $TypeMasks::PlayerObjectType)
   {
      %col.damage(%obj, %pos, %directDamage, %damageType);
   }
   else
   {
      %col.damage(%obj, %pos, %directDamage, %damageType);
   }
}

Code: [Select]
function ProjectileData::radiusDamage(%this, %obj, %col, %distanceFactor, %pos, %damageAmt)
{
   //validate distance factor
   if(%distanceFactor <= 0)
      return;
   else if(%distanceFactor > 1)
      %distanceFactor = 1;

   %damageAmt *= %distanceFactor;

   if(%damageAmt)
   {
      //use default damage type if no damage type is given
      %damageType = $DamageType::Radius;
      if(%this.RadiusDamageType)
         %damageType = %this.RadiusDamageType;

      %col.damage(%obj, %pos, %damageAmt, %damageType);

      //burn the player?
      if(%this.explosion.playerBurnTime > 0)
      {
         if(%col.getType() & ($TypeMasks::PlayerObjectType | $TypeMasks::CorpseObjectType))
         {
            //check for vehicle protection from burning
            %doBurn = true;
            if(%col.isMounted())
            {
               %mountData = %col.getObjectMount().getDataBlock();
               if(%mountData.protectPassengersBurn)
                  %doBurn = false;
            }

            if(%doBurn)
               %col.burn(%this.explosion.playerBurnTime * %distanceFactor);
         }  
      }
   }
}
Shouldn't it be possible to multiply this damage by 1.35 (mini crit) and 3 (crit) respectively given that a certain variable exists to do so?
If I am not mistaken the script already has an example of damage multiplication in the form of multiplying damage by the size of the player. Can't we multiply damage given a certain variable exists?
But another question is whether to give that variable to the attacker, the projectile, or the victim. Perhaps all, but it should be given thought that critical hits do not stack in TF2, and Valve implemented that for a reason.
Also, what about the random crits that weapons seem to have? Is it possible to give weapons a random attribute that gives their projectiles a critical variable? To show it has this variable, is it possible to locate a projectile and cause it to produce an emitter?

111
I tried converting this:

into this:

For some reason it simply doesn't appear ingame. Does anyone know why? I used paint.net by the way. Awesome program.

112
Has anyone else found a glitch with the Team Deathmatch mod wherein when you spawn as a certain team member you have a very strange appearance; for example

Just a floating head
Head+Body+Arms?

Does anyone know what causes this?

113
Suggestions & Requests / TF2 Flamethrower CI
« on: August 28, 2010, 07:15:14 PM »

Is there any possibility of someone capable of turning this into a quality Blockland-compatible CI?

114
As some people might know, me and boodals are attempting to create an upgradeable and quality mod that is based on the Sentries from Team Fortress 2 using bots with custom models. So far we have stumbling about in the dark, as boodals, although capable of making rather interestingly well designed models, seems to be tripping over numerous bugs and glitches.

The bugs we have seen so far include the incapability of coloring the blank parts in the model, as it seems the 'grey' texture seems to dominate the whole model yet boodals swears that he gave the back part a blank texture.

The other main problems reside in the ever-annoying collision box that boodals was forced to implement as I crashed the first time he gave me the model, which at that point had no collision box as to speak of. The bugs that appeared after he added the collision box originally took form of being completely rendered at all times, and I think he made the node for that box as 'col'. He used the bot mod and did editappereance - hidenode - col
and the entire model disappeared

Now, I'm not sure what he did, but now a box of seemingly random texturing seems to disappear when you get close enough to the model ingame, but when you get far enough it just turns into a box.

If anyone here is willing to help, please, help us.

The link to the MS3D file of Boodal's work is here:

http://www.mediafire.com/?j1867ng7apenqie

The 'Grey' texture can be found here:

http://www.mediafire.com/i/?ppuj7hcxx3uq73z

And please, no stealing. We are trying very hard, and it would be very rude to steal our work. All of the model's work was done by boodals.

115
Is there any name for the function in which you drop the current inventory item?
As in, for example, you wanted to package when you dropped a certain kind of item, and cause that to have something occur?

116
Modification Help / OnTrigger package won't do anything. At all.
« on: August 27, 2010, 11:29:29 AM »
Code: [Select]
package TF2MinigunAltFire
{
function Armor::onTriggerDown(%this,%obj,%slot,%val)
{
if(%obj.getMountedImage(0) $= TF2MinigunIdleImage.getID() && %slot $= 4 && %val)
{
%obj.TF2MinigunTriggerdown = 1;
%obj.setImageAmmo(0, 0);
schedule(500,0,TF2MinigunTriggerDown,%obj);
}
if(%obj.getMountedImage(0) $= TF2MinigunIdleImage.getID() && %slot $= 4 && %val $= 0)
{
%obj.TF2MinigunTriggerdown = 0;
%obj.setImageAmmo(0, 1);
}
if(%obj.getMountedImage(0) $= TF2MinigunImage.getID() && %slot $= 4 && %val)
{
%obj.TF2MinigunTriggerdown = 1;
%obj.setImageAmmo(0, 0);
schedule(500,0,TF2MinigunTriggerDown,%obj);
}
if(%obj.getMountedImage(0) $= TF2MinigunImage.getID() && %slot $= 4 && %val $= 0)
{
%obj.TF2MinigunTriggerdown = 0;
%obj.setImageAmmo(0, 1);
}     
Parent::onTriggerDown(%this,%obj,%slot,%val);
}

};
activatePackage(TF2MinigunAltFire);

function TF2MinigunTriggerDown(%obj)
{
if(%TF2MinigunTriggerDown == 1)
{
%obj.setImageAmmo(0, 0);
schedule(500,0,TF2MinigunTriggerDown,%obj);
}
if(%TF2MinigunTriggerDown == 0)
{
%obj.setImageAmmo(0, 1);
}
}
Yes, I know there was a better way to organize the different if statements, as they had very similar characteristics, but it's not what I am talking about. It's just that whatever I do, whatever I put in there, I am certain that this script simply does nothing. Is there something someone can please tell me that I am doing wrong?

117
Help / Add-On DemoPack - Sticky disappears in air
« on: August 22, 2010, 03:23:21 PM »
I've noticed that the sticky bomb model disappears while flying through the air. It seems that it has its own draw distance, and disappears when its far enough from the camera. For example, if I am zooming in while firing it, it doesn't disappear as much. Is this normal?

118
Suggestions & Requests / Event - SetAsSpawnPoint
« on: August 22, 2010, 03:17:17 PM »
Basically my idea is this.
There are many games in which certain teams change their spawning area to advance the gameplay.
We could use an event that could enable or disable bricks to become spawning areas for certain teams or anyone.
This could also be useful for special minigames as checkpoints for the whole minigame so noone is left behind.

It could be layed out like this.
Code: [Select]
OnActivate - Brick - SetAsSpawnPoint - None
                                                       All
                                                       Team1
                                                       Team2
                                                       Team3
                                                       Team4
                                                       Team5
                                                       Team6
If you set it to team 1, then set it to team 2, it will no longer spawn team 1.
If you set it to team None, then nobody will spawn from it.
This could also be used on default spawn and team spawn bricks to stop them from working normally.

119
Suggestions & Requests / TF2 Playertype Models
« on: August 22, 2010, 03:09:12 PM »
I thought it would be interesting to create actual playertype models for each of the TF2 classes. What actually brought up this idea was the fact that I found it virtually impossible to add appearances to players in team deathmatches that both represent TF2 classes clearly and actually STAY ON THEM.

I probably could figure out how to script them, so all I ask is if someone is capable of creating models such as these. They would of course have to be low poly and recognizable as blockhead-esque characters, but still resemble the TF2 characters we all know.

I would really appreciate it if Yndaa came to work on this, as he has made some pretty neat models in the past and has had experience with making BL playertype models.

120
I noticed that Space Guy refused to create a Syringe Gun, something that could easily be fixed with the proper modeling and scripting.
I'll volunteer for scripting the gun if someone is kind enough to make one for me.
I have also noticed it's lacking a reloading animation that may be useful. A simple reloading animation at that, just opening the front part off like in TF2.
I am pretty sure Space Guy removed reloading from the demogun for a reason, so Space, please don't hate on me for doing this.

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