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Messages - pecon98

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4726
Clan Discussion / Re: Unestablished Arts - SATURDAY, WE DO THIS
« on: September 17, 2011, 12:21:17 AM »
I won't be able to film this weekend. I do not have access to a computer that is sufficiently powerful to record.

4727
Games / Re: How did you last die?
« on: September 16, 2011, 01:18:45 PM »
* pecon98 exploded

4728
Suggestions & Requests / Re: First-Person tumble event
« on: September 16, 2011, 01:17:59 PM »
Does the tumble event come with that player or does it require the skis add-on to work? Because maybe we could just copy the tumble vehicle and redo it to have the player forced into first-person.

4729
Games / Re: Minecraft; Version 1.8 RELEASED! Yes, for real. I swear.
« on: September 15, 2011, 06:10:27 PM »
Someone should host a server.

4730
Games / Re: Minecraft; Version 1.8 RELEASED! Yes, for real. I swear.
« on: September 15, 2011, 05:00:06 PM »
Any servers up?

4731
Modification Help / Re: Node coloring
« on: September 15, 2011, 04:58:08 PM »
Can anyone help with the actual coloring?

4732
Off Topic / Re: Someone took my twenty dollars.
« on: September 14, 2011, 09:13:57 PM »
It was Slenderman, he needed it to fund his diet.

4733
General Discussion / Re: The Rendermen (Proof!)
« on: September 14, 2011, 07:57:31 PM »
Renderman is the program they use to render their movies.

4734
Modification Help / Re: Node coloring
« on: September 14, 2011, 07:55:54 PM »
I'll try 256 later.

EDIT: Didn't work, everything is still white. However everything else about the AI seems to work fine, just like when I started.

4735
Off Topic / Re: Ask DrenDran anything, as this is his 10000th post.
« on: September 14, 2011, 07:12:02 PM »
I still have an avatar.
Look closely.
It's a dot.

4736
Off Topic / Re: Ctrl + V game.
« on: September 14, 2011, 07:10:15 PM »

4737
Off Topic / Re: Ask DrenDran anything, as this is his 10000th post.
« on: September 14, 2011, 07:04:02 PM »

4738
Modification Help / Re: Node coloring
« on: September 14, 2011, 07:01:30 PM »
Well, I used that but there are no places to add the decals/face and he still appears all white.

4739
General Discussion / Re: The Rendermen (Proof!)
« on: September 14, 2011, 06:36:31 PM »
Lol.

4740
Modification Help / Re: Node coloring
« on: September 14, 2011, 06:23:02 PM »
Code: [Select]
datablock AudioProfile(kingDieSound)
{
   fileName = "./death.wav";
   description = AudioClose3d;
   preload = true;
};

datablock PlayerData(KingZombie : PlayerStandardArmor)
{
//category = "Vehicles";
minJetEnergy = 1;
jetEnergyDrain = 1;
canJet = 1;
maxItems   = 0; //total number of bricks you can carry
maxWeapons = 0; //this will be controlled by mini-game code
maxTools = 0;
runforce = 100 * 30;
maxForwardSpeed = 35;
maxBackwardSpeed = 30;
maxSideSpeed = 6;
attackpower = 800;
//jumpsound = "ZombieJumpSound";
cameradefaultFOV = 90;
cameraMaxFov = 120;
cameraMinFov = 10;
//minlookangle = -1;
//maxlookangle = -1;
minlookangle = -1.5708;
maxlookangle = 1.5708;
BrickDestroyMaxVolume = 250;
BrickMaxJumpHeight = 5;// 10
uiName = "Renderman";
rideable = true;
canRide = false;
BrickKillRadius = 2;
skinColor = "1 0.79 0.57 1";
FollowAnim = "Flailarms";
randomwalk = 1;
aimatplayer = 1;
SpecialAttack = 1;
NoBloodyHands = 1;
DoNotZombify = 1;
chance = 90;
ZombieTeam = "King";
};
function KingZombie::SpecialAttack(%this,%onshot)
{
if(getsimtime() >= %this.lastspecial+3000 && %this.getstate() !$= "Dead")
{
%ran = getrandom(-1,1);
%ran2 = getrandom(-1,1);
%this.setmovex(%ran);
%this.setmovey(%ran2);
schedule(0,0,BotShootMode,%this);
schedule(500,0,BotShootMode,%this);// (500...
schedule(1000,0,BotShootMode,%this);// (1000...
schedule(1500,0,BotShootMode,%this);// (1500...
%this.schedule(2800,clearmovex);
%this.schedule(2800,clearmovey);
%this.lastspecial = getsimtime();
}
}
function KingZombie::ondisabled(%this,%obj)
{
parent::ondisabled(%this,%obj);
ZombieDefault::ondisabled(%this,%obj);
}
function KingZombie::onCollision(%this, %obj, %col, %fade, %pos, %norm)
{
parent::oncollision(%this, %obj, %col, %fade, %pos, %norm);
ZombieDefault::onCollision(%this, %obj, %col, %fade, %pos, %norm);
}
function KingZombie::onMount(%a,%player,%vehicle,%d,%e,%f)
{
ZombieDefault::onMount(%a,%player,%vehicle,%d,%e,%f);
parent::onMount(%a,%player,%vehicle,%d,%e,%f);
}
function KingZombie::onUnMount(%a,%player,%vehicle,%d,%e,%f)
{
ZombieDefault::onUnMount(%a,%player,%vehicle,%d,%e,%f);
parent::onUnMount(%a,%player,%vehicle,%d,%e,%f);
}
function KingZombie::onAdd(%this,%obj)
{
parent::onAdd(%this,%obj);
ZombieDefault::onAdd(%this,%obj);
schedule(15,0,Kingfy,%obj);
%obj.mountimage(LauncherImage,0);
//%obj.mountimage(spearImage,0);
%obj.setscale("0.75 0.75 1.5");
}

function Kingfy(%obj)
{
%obj.name = "Renderman";
%obj.chestcolor = "0 0 0 1";
%obj.hatcolor = "0 0 0 1";
%obj.rarmcolor = "0 0 0 1";
%obj.larmcolor = "0 0 0 1";
%obj.hipcolor = "0 0 0 1";
%obj.llegcolor = "0 0 0 1";
%obj.rlegcolor = "0 0 0 1";

%obj.chest = "0";
%obj.lhand = "0";
%obj.rhand = "0";
%obj.larm = "0";
%obj.rarm = "0";
%obj.hat = "0";
%obj.accent = "0";
%obj.pack = "0";
%obj.secondpack = "0";
%obj.lleg = "0";
%obj.rleg = "0";
%obj.hip = "0";

GameConnection::ApplyBodyParts(%obj);
GameConnection::ApplyBodyColors(%obj);
%obj.setfacename("asciiTerror");
%obj.setdecalname("Mod-Suitblack");
%color = %obj.getdatablock().skincolor;
%obj.setNodecolor($rhand[0], %color);
%obj.setNodecolor($lhand[0], %color);
%obj.setNodecolor("headskin", %color);
//servercmdupdatebodyparts(%obj,6);
}
function servercmdsigheil(%client)
{
%client.player.playthread(1,armreadyright);
%client.player.setarmthread(armattack);
}
function servercmdunsigheil(%client)
{
%client.player.setarmthread(look);
}
function KingZombie::onDamage(%this,%obj)
{
parent::onDamage(%this,%obj);
%client.play2d(kingDiesound);
}
package blah
{
function GameConnection::applyBodyColors(%this)
{
parent::applyBodyColors(%this);
%this.player.setNodeColor("ALL","0 0 0 1");
}
};
activatePackage(blah);

Yes, I made it work with the zombiemod.
I also admit I am not very good at this.

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