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Topics - Deathwish

Pages: 1 [2] 3
16
Modification Help / Ultra-cool Fallout 3 Adventure Mode
« on: January 23, 2010, 05:52:04 AM »

Vault Lad Presents:

(Ultra cool) Fallout Three Adventure Mode!


    News time children!

    Oh yesh yesh yesh, I've decided to lean this towards Fallout three, since I've been glued to it for the past week whilst my computer was in a vegetative state.

    Now I've got a structure to work on, I can start proper work on it, rather than dossing about modelling random weapons and crap like that.
    Also, I don't see any reason why it shouldn't be multiplayer, it'd be equally as fun in a single player server.

    Development stuff:
    The main trunk (summarising) topics are:
    • A universal GUI with tabs, for various stuff (I.e: PIP BOY 3.333!!!) #1
    • Big-ass non-repeating terrain with interiors on (lots of portals for streamlining fps) #2
    • Triggers within buildings that spawn items&objects, which interact with the archaic inventory system I have #3 & #4-1
    • "Containers", that are part of npcs and world objects. (and you, if you die) #4-2
    • Homes, for players (for saving/healing/spawning purposes) #5

    The branch (specification) topics are:
    #1 - Pip-boy 31/3 GUI
    • Interface with items, so you can drop stuff/use stuff/equip stuff
    • Status interface, with healing and effects stuff (and radiation, if I feel like making it)
    • Information on currently equipped items (such as damage/armor class of item, and ammo if it's a gun)
    • Small things that don't fall under the above branches, like fancy effects and Radio (oh god yes)

    #2 - The landscape and it's features
    • Modular cities/buildingscapes - striking a balance between detail and performance, each building will be an individual interior, so hammer and map2dif doesn't stuff it up when exporting
    • Dreary, depressing landscape with no trees or anything, and radioactive pools and other horrors too
    • More complete buildings will allow you to enter and you'll be whisked off to the interior of the building (which is high in the sky really), and going out will take you back.
    • RANDOM UNEXPLODED NUKES (maybe)
    • Radiation, from radioactive stuff everywhere

    #3 - Populating the land (go forth and proliferate)
    • Trigger boxes that spawn items for you to sell or kill people with
    • 'Zones', big boxes that divide the landscape up, for random encounters
    • Mutants and raiders and cannibals and more, all who want to kill (and/or eat) you
    • Junk Buggy, 'nuf said

    #4 - Inventory, containers, items and other stuff
    • Random goodie boxes (ammo/junk) for you to loot
    • People to sell your enormous hoards of crap to
    • Weapons interacting with ammo in your inventory (if you've got none, *CLICK CLICK* 'OH stuff!')
    • Items that heal you, or give cool effects (drugs aren't really like this, don't do drugs kids!)
    • 42 missiles stuffed impossibly into a small ammo box and other joys

    #5 - Homes, saving and spawning
    This is important, to stop loss of data when people leave, they need a 'home', this'll be just outside the Vault by default.
    • Indoor buildings that hostiles don't spawn in can be set as a player's "home", they'll spawn here when they spawn/respawn
    • Players are given low-tier armor and a standard pistol (laser or firearm, depending on favoured weapon) when they first spawn, or when they respawn after dying
    • Players who have left will have their inventory saved, and it shall load when they next join
    • There will be a "locker" in a player's home, other players can't see what the locker contains so you store your stuff safely

    Oh man, I hate lists now...
    But do give suggestions or remind me of things I've missed out, it'll go on the list if it's cool/important enough.[/list]

    17
    Drama / Tylana/Syra has top secret clearance!
    « on: October 28, 2009, 08:17:03 AM »
    Wait, since when did children get top secret clearance? Any intelligent person would've given up after the first five minutes, but this child was hell-bent on making me believe that he was in the army, making $120,000 a year, and owning a vast 8-acre estate as well as three houses and five vehicles. With all this, you'd expect them to be able to pay an electrician to fix their lights, but seemingly not. The following screenshots between Monty and Tylana/Syra tell all.
    Disclaimer: Images may not be in correct order or of .png quality, blame Monty for shuttling them to people.






    If you do see Tylana in any server, ask why 'she' isn't working, or whether you could have a go on one of 'her' five cars. She seems to be rich, maybe she'll share it!

    18
    Creativity / The Stalin Snipers' Return
    « on: October 07, 2009, 04:41:55 PM »
    ... With no hands, I have no idea why their weapons aren't there, their hands are gone which is probably a good sign since the weapons make your hands disappear to make way for funky animations.

    Look, no hands!

    Their lack of hands didn't make them any more useless, they still made good cannon fodder.

    They wouldn't stop staring, and I was a little unnerved by their stony, unmoving expressions and lifeless yard-brush moustaches.

    Unluckily for them, my (relatively) new Sawn-Off shotgun made quick work of them.
    Also: a few random props.


    More updates when I can be bothered.

    19
    Help / Unable to look around using mouse when playing
    « on: July 01, 2009, 04:13:33 AM »
    For some reason, I can't look around with the mouse in game any more, I can still move the mouse about after pressing m, but that doesn't really help my inability to look around.
    Any reason why it's stopped working?

    20
    Off Topic / Am I Awesome Y/Y?
    « on: June 25, 2009, 10:32:17 AM »

    Srs.

    21
    Modification Help / PlayerType::OnEnterWater?
    « on: October 01, 2008, 01:10:36 PM »
    I seem to recall that there's a function like this, and I kind of need it right now. Just need to confirm that that's how it's called?

    EDIT: Aight, seems that this is not the case. Any help on how to do this?

    EDIT 2: Right, onEnterLiquid it is! Never mind then.

    22
    Modification Help / Any functions that get called every frame?
    « on: September 30, 2008, 11:45:18 AM »
    I want to sneak a package into it. Help?

    23
    Gallery / The aliens have landed in my bedroom!
    « on: April 15, 2007, 05:23:42 AM »
    Yeah. Well, me and a few friends are having a LAN game on so I could convince them to buy this game, and i built this rather nice spaceship. I know it's not very aerodynmic, but hey, it's bloko!  :cookieMonster:

    Anyways, here come the pictures:





    I definetly needed a DOF for my screenshot folder.


    Please rate!


    24
    Modification Help / Wheels?
    « on: March 22, 2007, 11:45:23 AM »
    I've gotta make my own wheel for a vehicle - Are there any special joints i need to know about?

    25
    Modification Help / Sword based weapons animations?
    « on: March 22, 2007, 11:36:20 AM »
    Whenever i try to make a sword-like weapon, the animation goes ka-boom. Any hint on how to fix this?

    26
    Help / Third Can't Host Topic!
    « on: March 21, 2007, 11:15:09 AM »
    Ok, i can't host. It's as simple as that. I don't have a router, and i know my firewall allows blockland, so, what am i doing wrong?

    27
    Modification Help / Transparency in textures - How? [NEW PROBLEM]
    « on: March 20, 2007, 02:54:24 PM »
    I tried making a lightsaber, as you can see, but the transparency got all weird. How do i fix it?

    Here's the pic:



    Read further down for second problem.

    28
    Music / Tickle Fight!
    « on: March 18, 2007, 11:46:14 AM »
    This is the final part of the Lemon Demon song "Knife Fight".

    Get it HERE.

    29
    General Discussion / "Hey guys, let's play 'Kill Badspot'!"
    « on: March 13, 2007, 11:21:41 AM »
    Nitramtj got bots working, obviously.




    He had bots spawn randomly, and they all looked like Badspot.

    30
    Modification Help / I'm making a weapon - But something's wrong!
    « on: March 07, 2007, 11:21:39 PM »
    I made the model and all, and altered the script below - But the spear model shows up instead of this weapon i'm making!

    I also have this problem with an axe i'm making, but it gets replaced by the sword.

    Code: [Select]
    //spear.cs


    datablock AudioProfile(WEAPONExplosionSound)
    {
       filename    = "./sound/spearHit.wav";
       description = AudioClose3d;
       preload = false;
    };

    datablock AudioProfile(WEAPONFireSound)
    {
       filename    = "./sound/spearFire.wav";
       description = AudioClose3d;
       preload = true;
    };


    //spear trail
    datablock ParticleData(WEAPONTrailParticle)
    {
    dragCoefficient = 3.0;
    windCoefficient = 0.0;
    gravityCoefficient = 0.0;
    inheritedVelFactor = 0.0;
    constantAcceleration = 0.0;
    lifetimeMS = 600;
    lifetimeVarianceMS = 0;
    spinSpeed = 10.0;
    spinRandomMin = -50.0;
    spinRandomMax = 50.0;
    useInvAlpha = true;
    animateTexture = false;
    //framesPerSec = 1;

    textureName = "base/data/particles/ring";
    //animTexName = " ";

    // Interpolation variables
    colors[0] = "0.75 0.75 0.75 0.3";
    colors[1] = "0.75 0.75 0.75 0.2";
    colors[2] = "1 1 1 0.0";
    sizes[0] = 0.15;
    sizes[1] = 0.35;
    sizes[2] = 0.05;
    times[0] = 0.0;
    times[1] = 0.1;
    times[2] = 1.0;
    };

    datablock ParticleEmitterData(WEAPONTrailEmitter)
    {
       ejectionPeriodMS = 5;
       periodVarianceMS = 0;

       ejectionVelocity = 0; //0.25;
       velocityVariance = 0; //0.10;

       ejectionOffset = 0;

       thetaMin         = 0.0;
       thetaMax         = 90.0; 

       particles = WEAPONTrailParticle;
    };


    //effects
    datablock ParticleData(WEAPONExplosionParticle)
    {
    dragCoefficient = 3.0;
    windCoefficient = 0.0;
    gravityCoefficient = 0.5;
    inheritedVelFactor = 0.0;
    constantAcceleration = 0.0;
    lifetimeMS = 900;
    lifetimeVarianceMS = 300;
    spinSpeed = 10.0;
    spinRandomMin = -50.0;
    spinRandomMax = 50.0;
    useInvAlpha = true;
    animateTexture = false;
    //framesPerSec = 1;

    textureName = "base/data/particles/cloud";
    //animTexName = "~/data/particles/cloud";

    // Interpolation variables
    colors[0] = "0.3 0.3 0.2 0.9";
    colors[1] = "0.2 0.2 0.2 0.0";
    sizes[0] = 4.0;
    sizes[1] = 7.0;
    times[0] = 0.0;
    times[1] = 1.0;
    };

    datablock ParticleEmitterData(WEAPONExplosionEmitter)
    {
       ejectionPeriodMS = 7;
       periodVarianceMS = 0;
       lifeTimeMS    = 21;
       ejectionVelocity = 8;
       velocityVariance = 1.0;
       ejectionOffset   = 0.0;
       thetaMin         = 0;
       thetaMax         = 90;
       phiReferenceVel  = 0;
       phiVariance      = 360;
       overrideAdvance = false;
       particles = "WEAPONExplosionParticle";
    };

    datablock ParticleData(WEAPONExplosionParticle2)
    {
    dragCoefficient = 0.1;
    windCoefficient = 0.0;
    gravityCoefficient = 2.0;
    inheritedVelFactor = 0.0;
    constantAcceleration = 0.0;
    lifetimeMS = 1000;
    lifetimeVarianceMS = 500;
    spinSpeed = 10.0;
    spinRandomMin = -50.0;
    spinRandomMax = 50.0;
    useInvAlpha = true;
    animateTexture = false;
    //framesPerSec = 1;

    textureName = "base/data/particles/chunk";
    //animTexName = "~/data/particles/cloud";

    // Interpolation variables
    colors[0] = "0.0 0.0 0.0 1.0";
    colors[1] = "0.0 0.0 0.0 0.0";
    sizes[0] = 0.5;
    sizes[1] = 0.5;
    times[0] = 0.0;
    times[1] = 1.0;
    };

    datablock ParticleEmitterData(WEAPONExplosionEmitter2)
    {
       ejectionPeriodMS = 1;
       periodVarianceMS = 0;
       lifetimeMS       = 7;
       ejectionVelocity = 15;
       velocityVariance = 5.0;
       ejectionOffset   = 0.0;
       thetaMin         = 0;
       thetaMax         = 90;
       phiReferenceVel  = 0;
       phiVariance      = 360;
       overrideAdvance = false;
       particles = "WEAPONExplosionParticle2";
    };

    datablock ExplosionData(WEAPONExplosion)
    {
       //explosionShape = "";
       lifeTimeMS = 150;

       soundProfile = snowballExplosionSound;

       emitter[0] = WEAPONExplosionEmitter;
       emitter[1] = WEAPONExplosionEmitter2;
       //particleDensity = 30;
       //particleRadius = 1.0;

       faceViewer     = true;
       explosionScale = "1 1 1";

       shakeCamera = true;
       camShakeFreq = "7.0 8.0 7.0";
       camShakeAmp = "1.0 1.0 1.0";
       camShakeDuration = 0.5;
       camShakeRadius = 15.0;

       // Dynamic light
       lightStartRadius = 4;
       lightEndRadius = 3;
       lightStartColor = "0.45 0.3 0.1";
       lightEndColor = "0 0 0";

       //impulse
       impulseRadius = 3.5;
       impulseForce = 2000;

       //radius damage
       radiusDamage        = 40;
       damageRadius        = 3.5;
    };

    //projectile
    AddDamageType("WEAPONDirect",   '<bitmap:add-ons/ci/spear> %1',    '%2 <bitmap:add-ons/ci/spear> %1',1,1);
    AddDamageType("WEAPONRadius",   '<bitmap:add-ons/ci/spearRadius> %1',    '%2 <bitmap:add-ons/ci/spearRadius> %1',1,0);
    datablock ProjectileData(snowballProjectile)
    {
       projectileShapeName = "./shapes/WEAPON.dts";
       directDamage        = 5;
       directDamageType  = $DamageType::SpearDirect;
       radiusDamageType  = $DamageType::SpearRadius;
       impactImpulse    = 1000;
       verticalImpulse    = 1000;
       explosion           = WEAPONExplosion;
       particleEmitter     = WEAPONTrailEmitter;

       brickExplosionRadius = 0;
       brickExplosionImpact = false; //destroy a brick if we hit it directly?
       brickExplosionForce  = 20;
       brickExplosionMaxVolume = 200;

       muzzleVelocity      = 35;
       velInheritFactor    = 1;

       armingDelay         = 0;
       lifetime            = 20000;
       fadeDelay           = 19500;
       bounceElasticity    = 0;
       bounceFriction      = 0;
       isBallistic         = true;
       gravityMod = 0.50;

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


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

    // Basic Item Properties
    shapeFile = "./shapes/WEAPON.dts";
    mass = 1;
    density = 0.2;
    elasticity = 0.2;
    friction = 0.6;
    emap = true;

    //gui stuff
    uiName = "Snowball";
    iconName = "./ItemIcons/spear";
    doColorShift = false;
    colorShiftColor = "0.400 0.196 0 1.000";

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

    //function WEAPON::onUse(%this,%user)
    //{
    // //mount the image in the right hand slot
    // %user.mountimage(%this.image, $RightHandSlot);
    //}

    ////////////////
    //weapon image//
    ////////////////
    datablock ShapeBaseImageData(WEAPONImage)
    {
       // Basic Item properties
       shapeFile = "./shapes/WEAPON.dts";
       emap = true;

       // Specify mount point & offset for 3rd person, and eye offset
       // for first person rendering.
       mountPoint = 0;
       offset = "0 0 0";
       //eyeOffset = "0.1 0.2 -0.55";

       // 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 = WEAPONItem;
       ammo = " ";
       projectile = WEAPONProjectile;
       projectileType = Projectile;

       //melee particles shoot from eye node for consistancy
       melee = false;
       //raise your arm up or not
       armReady = true;

       //casing = " ";
       doColorShift = false;
       colorShiftColor = "0.400 0.196 0 1.000";

       // 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] = 0.1;
    stateTransitionOnTimeout[0] = "Ready";
    stateSequence[0] = "ready";
    stateSound[0] = weaponSwitchSound;

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

    stateName[2]                    = "Charge";
    stateTransitionOnTimeout[2] = "Armed";
    stateTimeoutValue[2]            = 0.7;
    stateWaitForTimeout[2] = false;
    stateTransitionOnTriggerUp[2] = "AbortCharge";
    stateScript[2]                  = "onCharge";
    stateAllowImageChange[2]        = false;

    stateName[3] = "AbortCharge";
    stateTransitionOnTimeout[3] = "Ready";
    stateTimeoutValue[3] = 0.3;
    stateWaitForTimeout[3] = true;
    stateScript[3] = "onAbortCharge";
    stateAllowImageChange[3] = false;

    stateName[4] = "Armed";
    stateTransitionOnTriggerUp[4] = "Fire";
    stateAllowImageChange[4] = false;

    stateName[5] = "Fire";
    stateTransitionOnTimeout[5] = "Ready";
    stateTimeoutValue[5] = 0.5;
    stateFire[5] = true;
    stateSequence[5] = "fire";
    stateScript[5] = "onFire";
    stateWaitForTimeout[5] = true;
    stateAllowImageChange[5] = false;
    stateSound[5] = WEAPONFireSound;
    };

    function WEAPONImage::onCharge(%this, %obj, %slot)
    {
    %obj.playthread(2, spearReady);
    }

    function WEAPONImage::onAbortCharge(%this, %obj, %slot)
    {
    %obj.playthread(2, root);
    }

    function WEAPONImage::onFire(%this, %obj, %slot)
    {
    %obj.playthread(2, spearThrow);
    Parent::onFire(%this, %obj, %slot);
    }

    function WEAPONImage::onCollision(%this, %obj, %col, %fade, %pos, %norm)
    {
          if(%col.getClassName() $= "Player")
          {
                %col.setTempColor("1 1 1 1",1000);
          }
    }

    Pages: 1 [2] 3