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Messages - MonkeyFunkyMonkey

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1966
Gallery / Re: The Blockture
« on: May 22, 2011, 05:10:33 PM »

1967
Suggestions & Requests / Re: Portable hand cannon.
« on: May 22, 2011, 04:51:58 PM »
Just use a minigun model with a edited bullet and server cs.

1968
General Discussion / Re: Music for New Years' 2012
« on: May 22, 2011, 03:37:29 PM »
Over the course of this year, I'm gonna collect music.
I want some OGGs from the community, and even Youtube video links.
If you post a Youtube link, please give me a start and stop time.

Red indicates a song that doesn't loop well
Striked out text means they've been removed for 2012

Recent additions:

Spyro 3 - Midnight Mountain HAVE IT LOVED IT

1969
Gallery / Re: TF2 Dustbowl
« on: May 22, 2011, 02:52:00 PM »
Bump.

1970
Suggestions & Requests / Re: Portable hand cannon.
« on: May 22, 2011, 12:10:00 PM »
You make add ons though so why dont you make it?

1971
Suggestions & Requests / Re: Portable hand cannon.
« on: May 22, 2011, 12:07:13 PM »
No its useless.

1972
Gallery / Re: HD Vehicles Pictures (you can edit the cars too)
« on: May 22, 2011, 02:02:23 AM »
Jeep.

1974
Games / Re: Blockland PSN list.
« on: May 21, 2011, 09:08:11 PM »
Username:Mini_Moosey
Region:Why do u care?
Timezone:really?
Usually online when:24/7
Games you usually play:Fps

1975
Suggestions & Requests / Re: another tf2 pack request
« on: May 21, 2011, 11:30:40 AM »
1 //printGun
2 datablock itemData(tf2_buildPDAItem)
3 {
4 category = "item";
5 equipment = true;
6
7 uiName = "Building PDA";
8 iconName = "base/client/ui/brickIcons/45 Ramp 2x Print";
9 doColorShift = true;
10 colorShiftColor = "0.2 0.2 0.2 1";
11
12 shapeFile = "base/data/shapes/printGun.dts";
13 emap = false;
14 mass = 1;
15 density = 0.2;
16 elasticity = 0.2;
17 friction = 0.6;
18
19 image = tf2_buildPDAImage;
20 canDrop = true;
21 };
22
23 datablock shapeBaseImageData(tf2_buildPDAImage)
24 {
25 className = "weaponImage";
26 item = tf2_buildPDAItem;
27
28 shapeFile = tf2_buildPDAItem.shapeFile;
29 emap = tf2_buildPDAItem.emap;
30 doColorShift = tf2_buildPDAItem.doColorShift;
31 colorShiftColor = tf2_buildPDAItem.colorShiftCo lor;
32
33 mountPoint = 0;
34 offset = "0 -0.05 0";
35 //rotation = "0 1 0 180";
36 rotation = "0 0 0 180";
37 eyeOffset = "0.7 1.2 -0.8";
38 //eyeRotation = "0 1 0 180";
39 eyeRotation = "0 0 0 180";
40
41 correctMuzzleVector = false;
42
43 melee = true;
44 armReady = true;
45
46 stateName[0] = "activate";
47 stateTimeoutValue[0] = 0.5;
48 stateTransitionOnTimeout[0] = "ready";
49
50 stateName[1] = "ready";
51 stateTransitionOnTriggerDown[1] = "fire";
52 stateAllowImageChange[1] = true;
53
54 stateName[2] = "fire";
55 stateTransitionOnTriggerUp[2] = "ready";
56 stateScript[2] = "onFire";
57 };
58
59 function tf2_buildPDAImage::onUnmount(%this,%obj,%slot)
60 {
61 if(!%obj.client.player.hasDisguisedWeapon)
62 {
63 commandToClient(%obj.client,'centerPrint',"",0.001);
64 %obj.client.listenForBuildType = 0;
65 }
66 }
67
68 function tf2_buildPDAImage::onMount(%this,%obj,%slot)
69 {
70 if(!isObject(%cl = %obj.client))
71 return;
72 if(!%obj.client.player.hasDisguisedWeapon)
73 {
74 commandToClient(%cl,'centerPrint',"\c6Enter one of the following build types in chat to build:<br>\c6Sentry (130 metal) - Dispenser (100 metal) - TeleporterEntrance (125 metal) - TeleporterExit (125 metal)");
75 %cl.listenForBuildType = 1;
76 }
77 }
 that could work for a pda server cs
Destroy PDA
1 //printGun
2 datablock itemData(tf2_demolishPDAItem)
3 {
4 category = "item";
5 equipment = true;
6
7 uiName = "Demolish PDA";
8 iconName = "base/client/ui/brickIcons/45 Ramp 2x Print";
9 doColorShift = true;
10 colorShiftColor = "0.2 0.2 0.2 1";
11
12 shapeFile = "base/data/shapes/printGun.dts";
13 emap = false;
14 mass = 1;
15 density = 0.2;
16 elasticity = 0.2;
17 friction = 0.6;
18
19 image = tf2_destroyImage;
20 canDrop = true;
21 };
22
23 datablock shapeBaseImageData(tf2_destroyPDAImage)
24 {
25 className = "weaponImage";
26 item = tf2_demolishPDAItem;
27
28 shapeFile = tf2_demolishPDAItem.shapeFile;
29 emap = tf2_demolishPDAItem.emap;
30 doColorShift = tf2_demolishPDAItem.doColorSh ift;
31 colorShiftColor = tf2_demolishPDAItem.colorShif tColor;
32
33 mountPoint = 0;
34 offset = "0 -0.05 0";
35 //rotation = "0 1 0 180";
36 rotation = "0 0 0 180";
37 eyeOffset = "0.7 1.2 -0.8";
38 //eyeRotation = "0 1 0 180";
39 eyeRotation = "0 0 0 180";
40
41 correctMuzzleVector = false;
42
43 melee = true;
44 armReady = true;
45
46 stateName[0] = "activate";
47 stateTimeoutValue[0] = 0.5;
48 stateTransitionOnTimeout[0] = "ready";
49
50 stateName[1] = "ready";
51 stateTransitionOnTriggerDown[1] = "fire";
52 stateAllowImageChange[1] = true;
53
54 stateName[2] = "fire";
55 stateTransitionOnTriggerUp[2] = "ready";
56 stateScript[2] = "onFire";
57 };
58
59 function tf2_destroyPDAImage::onUnmount(%this,%obj,%slot)
60 {
61 if(!%obj.client.player.hasDisguisedWeapon)
62 {
63 commandToClient(%obj.client,'centerPrint',"",0.001);
64 %obj.client.listenForDestroyType = 0;
65 }
66 }
67
68 function tf2_destroyPDAImage::onMount(%this,%obj,%slot)
69 {
70 if(!isObject(%cl = %obj.client))
71 return;
72 if(!%obj.client.player.hasDisguisedWeapon)
73 {
74 commandToClient(%cl,'centerPrint',"\c6Enter one of the following build types in chat to destroy it:<br>\c6Dispenser - TeleporterEntrance - TeleporterExit<br>\c7Currently sentries are not supported. :(");
75 %cl.listenForDestroyType = 1;
76 }
77 }
Electro Sapper NOTE: all of these all from block bastion website
1 datablock itemData(tf2_sapperItem)
2 {
3 category = "item";
4 equipment = true;
5
6 uiName = "Electro Sapper";
7 iconName = "base/client/ui/avatarIcons/accent/visor";
8 doColorShift = true;
9 colorShiftColor = "0.3 0.3 0.3 1";
10
11 shapeFile = "base/data/shapes/brickWeapon.dts";
12 emap = false;
13 mass = 1;
14 density = 0.2;
15 elasticity = 0.2;
16 friction = 0.6;
17
18 image = tf2_sapperImage;
19 canDrop = true;
20 };
21
22 datablock shapeBaseImageData(tf2_sapperImage)
23 {
24 className = "weaponImage";
25 item = tf2_sapperItem;
26
27 shapeFile = tf2_sapperItem.shapeFile;
28 emap = tf2_sapperItem.emap;
29 doColorShift = tf2_sapperItem.doColorShift;
30 colorShiftColor = tf2_sapperItem.colorShiftColo r;
31
32 mountPoint = 0;
33 offset = "0 -0.05 0";
34 rotation = "0 1 0 180";
35 eyeOffset = "0.7 1.2 -0.8";
36 eyeRotation = "0 1 0 180";
37
38 correctMuzzleVector = false;
39
40 melee = true;
41 armReady = true;
42
43 stateName[0] = "activate";
44 stateTimeoutValue[0] = 0.5;
45 stateTransitionOnTimeout[0] = "ready";
46
47 stateName[1] = "ready";
48 stateTransitionOnTriggerDown[1] = "fire";
49 stateAllowImageChange[1] = true;
50
51 stateName[2] = "fire";
52 stateTransitionOnTriggerUp[2] = "ready";
53 stateScript[2] = "onFire";
54 };
55
56 function tf2_sapperImage::onFire(%this,%obj,%slot)
57 {
58 if(!isObject(%cl = %obj.client))
59 return;
60 if(!isObject(%pl = %cl.player))
61 return;
62
63 %l=VectorAdd(%pl.getEyePoint(), VectorScale(%pl.getEyeVector(),10));
64 %raycast=containerRaycast(%pl.getEyePoint(), %l, $TypeMasks::PlayerObjectType, %pl);
65
66 if(!isObject(%build = firstWord(%raycast)))
67 return;
68 if(!isObject(%build.sentryOwner))
69 return;
70 if(%build.beingSapped)
71 return;
72 if(%build.bb_team !$= %cl.bb_team)
73 %build.startSap(%cl);
74 }
75
76
77 function SimObject::startSap(%this,%cl)
78 {
79 if(strLen(%this.dataBlock) && %this.dataBlock $= "playerSentryBottom")
80 %obj = %this.sentryTop;
81 else
82 %obj = %this;
83 if(%obj.beingSapped)
84 return;
85 %obj.beingSapped = true;
86 %obj.spySapping = %cl;
87 %obj.sapperHealth = 2;
88 if(%obj.dataBlock $= "playerSentryTop")
89 serverCmdMessageSent(%obj.sentryOwner @ "VOICE","\c6Spy sappin' my sentry!");
90 else
91 serverCmdMessageSent(%obj.owner @ "VOICE","\c6Spy sappin' my "@strLwr(%obj.bb_type)@"!");
92 %obj.schedule(500,sapTick);
93 }
94 function SimObject::stopSap(%this)
95 {
96 cancel(%this.sapTick);
97 %this.beingSapped = false;
98 %this.sapperHealth = 0;
99 }
100 function SimObject::sapTick(%this)
101 {
102 cancel(%this.sapTick);
103 if(!%this.beingSapped)
104 return;
105 %this.addHealth(-25);
106 %this.sapTick = %this.schedule(1000,sapTick);
107 }

1976
Maps / Re: Repost: Oceanpack by Squideey: old thread is old
« on: May 21, 2011, 11:26:56 AM »
EPIC!

1977
Maps / My First Map BrickBuild Island
« on: May 19, 2011, 01:09:47 AM »
A small island with a few trees meant for freebuilds but has other purposes.

http://www.mediafire.com/?bqbgb9pvdov1mn2

1978
Mapping Help / Re: Ostinyo's Mapping Tutorial
« on: May 18, 2011, 10:55:51 PM »
Nvm i tried changing it to a 256 256 image in  paint.net because the pic resize didnt resize it 2 256.

1979
Gallery / Re: TF2 Dustbowl
« on: May 18, 2011, 10:39:37 PM »
Bump.

1980
Mapping Help / Re: Ostinyo's Mapping Tutorial
« on: May 18, 2011, 08:24:55 PM »
i did that...

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