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Messages - The Titanium

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6286
General Discussion / Re: Making Add-ons
« on: September 08, 2010, 05:16:20 PM »
Stop.

STOP.

Too many of these topics!

6287
General Discussion / Re: +10,000,000 Building XP! What now?
« on: September 08, 2010, 05:15:02 PM »
Then, i would build the whole world, each brick is like a pixel or something small, also with events/interactive, and all of this have real life graphics.
And a real nuke and buildable vehicles.

help lag

6288
General Discussion / Re: interactive game
« on: September 08, 2010, 05:14:04 PM »
It seems to be wavering between immaturity and nonsensical suggestion.
Aren't these two the same thing?

6289
Suggestions & Requests / Re: Ragdoll for blockland possibly
« on: September 08, 2010, 06:41:02 AM »
So the realistic would hopefully be somewhat like Modern wa
stopped reading there

6290
General Discussion / Re: interactive game
« on: September 08, 2010, 06:40:37 AM »
What the hell are we even talking about?

6291
General Discussion / Re: +10,000,000 Building XP! What now?
« on: September 08, 2010, 06:35:31 AM »
THERE IS NO LIMITATIONS, EVEN BADSPOT CANNOT STOP US IN OUR QUEST TO BUILD EVERYTHING POSSIBLE
Since when?

6292
General Discussion / Re: +10,000,000 Building XP! What now?
« on: September 07, 2010, 04:43:29 PM »
600,000 rooms.
The brick limit is 128,000 bricks.
The only way this would be possible would be if each brick represented around five rooms.


No.

6293
Gallery / Re: How The forget Did That Happen? (Variant of WTFIT)
« on: September 06, 2010, 09:25:31 PM »
And you loving quoted that entire thing WHY?

6294
Add-Ons / Re: add-ons stuff
« on: September 06, 2010, 09:08:55 PM »
You didn't make any of these.

6295
Maps / Re: Destructicus DX Megawsome
« on: September 06, 2010, 04:32:22 PM »
<WARNING RANDOM>




LOL yur a cat


You're so loving stupid it isn't even funny.

I lost about:

brain-cells
That's not a big number.



Anyway, concerning the map:
"I'M TRIPPIN' OUUUUT"

6296
Modification Help / Re: Support_AmmoReserve - Ammo System
« on: September 05, 2010, 05:08:31 PM »
Would this still be possible with a rapid fire weapon?
It wouldn't slow it down at all?

I've been trying to do the above idea but I seem to be limited to 9 states.
Is this normal?
Or am I doing something wrong?


I think it works now.

But I can't get it to fire any faster.

Code: [Select]
	stateName[0]				= "Activate";
stateTimeoutValue[0] = 0.15;
stateTransitionOnTimeout[0] = "ReserveCheckA";
stateSound[0] = weaponSwitchSound;

stateName[1] = "ReserveCheckA";
stateScript[1] = "OnReserveCheck";
stateTimeoutValue[1] = 0.001;
stateTransitionOnTimeout[1] = "ReserveCHeckB";

stateName[2] = "ReserveCheckB";
stateTransitionOnAmmo[2] = "LoadCheckA";
stateTransitionOnNoAmmo[2] = "ReadyNoReserve";

stateName[3] = "ReadyNoReserve";
stateScript[3] = "OnReserveCheck";
stateTransitionOnAmmo[3] = "LoadCheckA";
stateTransitionOnTriggerDown[3] = "ReserveCheckA";

stateName[4] = "Ready";
stateTransitionOnNoAmmo[4] = "ReloadStart";
stateTransitionOnTriggerDown[4] = "ReserveCheckAFire";
stateAllowImageChange[4] = true;
stateSequence[4] = "Ready";

stateName[5] = "ReserveCheckAFire";
stateScript[5] = "OnReserveCheck";
stateTimeoutValue[5] = 0.001;
stateTransitionOnTimeout[5] = "ReserveCheckBFire";

stateName[6] = "ReserveCheckBFire";
stateTransitionOnAmmo[6] = "LoadCheckAFire";
stateTransitionOnNoAmmo[6] = "ReadyNoReserve";

stateName[7] = "LoadCheckAFire";
stateScript[7] = "OnLoadCheck";
stateTransitionOnTimeout[7] = "LoadCheckBFire";

stateName[8] = "LoadCheckBFire";
stateTransitionOnAmmo[8] = "Fire";
stateTransitionOnNoAmmo[8] = "Ready";

stateName[9] = "Fire";
stateTransitionOnTimeout[9] = "Smoke";
stateTimeoutValue[9] = 0.03;
stateFire[9] = true;
stateAllowImageChange[9] = false;
stateScript[9] = "onFire";
stateSequence[9] = "Fire";
stateWaitForTimeout[9] = true;
stateEmitter[9] = gunFlashEmitter;
stateEmitterTime[9] = 0.05;
stateEmitterNode[9] = "muzzleNode";
stateSound[9] = TF2PistolFireSound;

stateName[10] = "Smoke";
stateEmitter[10] = gunSmokeEmitter;
stateEmitterTime[10] = 0.1;
stateTimeoutValue[10] = 0.05;
stateTransitionOnTimeout[10] = "Wait";

stateName[11] = "Wait";
stateTimeoutValue[11] = 0.001;
//stateScript[11]                   = "onBounce";
stateTransitionOnTimeout[11] = "ReserveCheckA";

//Torque switches states instantly if there is an ammo/noammo state, regardless of stateWaitForTimeout
stateName[12] = "LoadCheckA";
stateScript[12] = "onLoadCheck";
stateTimeoutValue[12] = 0.001;
stateTransitionOnTimeout[12] = "LoadCheckB";

stateName[13] = "LoadCheckB";
stateTransitionOnAmmo[13] = "Ready";
stateTransitionOnNoAmmo[13] = "ReloadWait";

stateName[14] = "ReloadWait";
stateTimeoutValue[14] = 0.01;
stateScript[14] = "";
stateTransitionOnTimeout[14] = "ReloadStart";
stateWaitForTimeout[14] = true;

stateName[15] = "ReloadStart";
stateTimeoutValue[15] = 1;
stateScript[15] = "onReloadStart";
stateTransitionOnTimeout[15] = "Reloaded";
stateWaitForTimeout[15] = true;
stateSound[15] = Block_MoveBrick_Sound;

stateName[16] = "Reloaded";
stateTimeoutValue[16] = 0.25;
stateScript[16] = "onReloaded";
stateTransitionOnTimeout[16] = "Ready";
stateSound[16] = Block_PlantBrick_Sound;

Reorganized it.
Code: [Select]
	stateName[0]				= "Activate";
stateTimeoutValue[0] = 0.15;
stateTransitionOnTimeout[0] = "ReserveCheckA";
stateSound[0] = weaponSwitchSound;

stateName[1] = "Ready";
stateTransitionOnNoAmmo[1] = "ReloadStart";
stateTransitionOnTriggerDown[1] = "ReserveCheckAFire";
stateAllowImageChange[1] = true;
stateSequence[1] = "Ready";

stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Smoke";
stateTimeoutValue[2] = 0.03;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateSequence[2] = "Fire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = TF2PistolFireSound;

stateName[3] = "Smoke";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.1;
stateTimeoutValue[3] = 0.05;
stateTransitionOnTimeout[3] = "Wait";

stateName[4] = "Wait";
stateTimeoutValue[4] = 0.001;
//stateScript[4]                   = "onBounce";
stateTransitionOnTimeout[4] = "ReserveCheckA";

//Torque switches states instantly if there is an ammo/noammo state, regardless of stateWaitForTimeout
stateName[5] = "ReserveCheckA";
stateScript[5] = "OnReserveCheck";
stateTimeoutValue[5] = 0.001;
stateTransitionOnTimeout[5] = "ReserveCHeckB";

stateName[6] = "ReserveCheckB";
stateTransitionOnAmmo[6] = "LoadCheckA";
stateTransitionOnNoAmmo[6] = "ReadyNoReserve";

stateName[7] = "ReadyNoReserve";
stateScript[7] = "OnReserveCheck";
stateTransitionOnAmmo[7] = "LoadCheckA";
stateTransitionOnTriggerDown[7] = "ReserveCheckA";

stateName[8] = "ReserveCheckAFire";
stateScript[8] = "OnReserveCheck";
stateTimeoutValue[8] = 0.001;
stateTransitionOnTimeout[8] = "ReserveCheckBFire";

stateName[9] = "ReserveCheckBFire";
stateTransitionOnAmmo[9] = "LoadCheckAFire";
stateTransitionOnNoAmmo[9] = "ReadyNoReserve";

stateName[10] = "LoadCheckAFire";
stateScript[10] = "OnLoadCheck";
stateTransitionOnTimeout[10] = "LoadCheckBFire";

stateName[11] = "LoadCheckBFire";
stateTransitionOnAmmo[11] = "Fire";
stateTransitionOnNoAmmo[11] = "Ready";

//Torque switches states instantly if there is an ammo/noammo state, regardless of stateWaitForTimeout
stateName[12] = "LoadCheckA";
stateScript[12] = "onLoadCheck";
stateTimeoutValue[12] = 0.001;
stateTransitionOnTimeout[12] = "LoadCheckB";

stateName[13] = "LoadCheckB";
stateTransitionOnAmmo[13] = "Ready";
stateTransitionOnNoAmmo[13] = "ReloadWait";

stateName[14] = "ReloadWait";
stateTimeoutValue[14] = 0.01;
stateScript[14] = "";
stateTransitionOnTimeout[14] = "ReloadStart";
stateWaitForTimeout[14] = true;

stateName[15] = "ReloadStart";
stateTimeoutValue[15] = 1;
stateScript[15] = "onReloadStart";
stateTransitionOnTimeout[15] = "Reloaded";
stateWaitForTimeout[15] = true;
stateSound[15] = Block_MoveBrick_Sound;

stateName[16] = "Reloaded";
stateTimeoutValue[16] = 0.25;
stateScript[16] = "onReloaded";
stateTransitionOnTimeout[16] = "Ready";
stateSound[16] = Block_PlantBrick_Sound;
Code: [Select]
	//Check if your weapon has no 'reserve' ammo. Use this to trigger state changes.
function WeaponImage::OnReserveCheck(%this,%obj,%slot)
{
if($AmmoReserve::Disable)
%obj.setImageAmmo(%slot,1);

if(%obj.toolReserve[%obj.currtool] <= 0)
%obj.setImageAmmo(%slot,0);
else
%obj.setImageAmmo(%slot,1);
}

//Use this to prevent the weapon from checking if you have 'reserve' ammo when AmmoReserve::Disable is on.
function WeaponImage::OnReserveDisableCheck(%this,%obj,%slot)
{
if($AmmoReserve::Disable)
%obj.setImageAmmo(%slot,1);
else
%obj.setImageAmmo(%slot,0);
}

6297
Add-Ons / Re: Elevators v1.1
« on: September 04, 2010, 04:59:52 PM »
But on Blockland the atmosphere is infinite.

6298
Modification Help / Re: Support_AmmoReserve - Ammo System
« on: September 04, 2010, 01:42:52 PM »
Well, yeah, but like, do you mean it can work with both using ImageAmmo for both AmmoGuns (Reloading) and AmmoReserve?

6299
Modification Help / Re: Support_AmmoReserve - Ammo System
« on: September 03, 2010, 05:30:48 PM »
Hm. Because I don't really want to use ImageAmmo to prevent weapons from firing, because that'd interfere with other mods, such as Support_AmmoGuns.

I guess I'd have to do with what I've got.

6300
Add-Ons / Re: Night Vision Goggles
« on: September 03, 2010, 04:08:47 PM »
snip
Also, lock this topic.
...
How am I not surprised?
If you don't like that he did not perfectly simulate perfect actual helping to see in the dark, why don't YOU do it?

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