Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Lørd Tøny

Pages: 1 ... 29 30 31 32 33 [34] 35 36
496
Off Topic / New lego pirates = meh.
« on: April 18, 2011, 05:29:09 PM »
Is it me or does the new lego pirates when compared to the old sets look like watered down crap designed to get children to buy it?

new


old

497
Gallery / Red Beard Runner (Lego Pirate Ship)
« on: April 17, 2011, 05:43:11 PM »
ARRRRRRRR I just finished the infamous red beard runner and turned it into a blocko counterpart. I shall now rule the seven seas with a red beard! The only thing I have left to do is finish the skulls on the sails but I'll do that later.


Protip: When recreating lego builds never fully follow the instructions.






498
General Discussion / Does the duplicator always do this?
« on: April 17, 2011, 01:06:59 AM »
Every time when I host me or someone else duplicating always spams up my console. This has been going around for me since the most recent update.

499
Add-Ons / V8Guitar port.
« on: April 16, 2011, 10:52:15 PM »
This is the old v8 guitar port that shoots lasers of death. This slick guitar has three hit kill death lasers (40 damage) and it plays some nice music.

I don't remember who the author is, if anyone knows please tell me. Also if there is any bugs please list them.

http://www.mediafire.com/?luk8uk8i14x3v7n

The original script has been long gone so I made due with the horseray script edited.

500
Suggestions & Requests / Brick Style animal playertype vehicle
« on: April 16, 2011, 03:11:59 PM »
Yes another brickstyle suggestion. I was randomly making brick animals and then it hit me, what if there were brick style animals you could ride like the default horse.


501
Off Topic / One tough ass spider.
« on: April 16, 2011, 02:43:08 AM »
I was in a kitchen and there was a spider on the wall. I put the spider in a soda bottle. Then I took that spider and put it on a stove burner and I cranked that stuff on high blast. Apparently there was a gap between the flames and the spider just ran out of the gap and landed on his back standing still. I thought he died right there but he was apparently stunned. So out of respect I was going to put him back in the bottle and set him outside. This is when I accidentally let go of the bottle and it landed on the spider and then I thought it killed it this time because it looked dead. So I figured I might as well just finish burning it. I put it back on the burner and it starts moving again and then it's leg starts burning and then it stops moving. Turn off the burner and poke it with a knife doesn't move, put the burner back on and it starts loving moving again and then stops after a few seconds. So after that I made sure it was dead by burning it into a black crisp and putting the dead carcass in the sink.

Long story short, that mother forgeter is tough.

502
Games / DeathTrap Dungeon
« on: April 15, 2011, 03:11:43 PM »



Anyone remember this game?

503
Modification Help / Shot fired sound delay.
« on: April 14, 2011, 08:34:20 PM »
I can get projectiles on a delay but I can't get the shotfire sound on a delay to match up with the projectile delay.  How would I set a shot fire sound delay?

I need at least a three second delay.

Code: [Select]
//audio
datablock AudioProfile(chordSound)
{
   filename    = "./Chords.wav";
   description = AudioClose3d;
   preload = true;
};

datablock ParticleData(V8GuitarTrailParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.0;
inheritedVelFactor   = 0.0;
constantAcceleration = 0.0;
lifetimeMS           = 2000;
lifetimeVarianceMS   = 0;
textureName          = "./Dot";
spinSpeed = 100.0;
spinRandomMin = 100.0;
spinRandomMax = 100.0;
colors[0]     = "0.9 0.9 0.9 0.8";
colors[1]     = "0.3 0.3 0.3 0.1";
   colors[2]     = "0.1 0.9 0.0 0.0";
   sizes[0]      = 0.7;
sizes[1]      = 1.0;
sizes[2]      = 3.0;

   useInvAlpha = false;
};
datablock ParticleEmitterData(V8GuitarTrailEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 0.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "V8GuitarTrailParticle";

   uiName = "V8 Guitar";
};


datablock ExplosionData(V8GuitarExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 500;

   emitter[0] = horseRayExplosionEmitter;

   //soundProfile = horseRayHitSound;

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

   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 3;
   lightEndRadius = 1;
   lightStartColor = "00.0 0.6 0.9";
   lightEndColor = "0 0 0";
};
AddDamageType("V8Guitar",  '<bitmap:add-ons/Weapon_V8Guitar/CI_V8Guitar %1',    '%2 <bitmap:add-ons/Weapon_V8Guitar/CI_V8Guitar> %1',1,1);

datablock ProjectileData(V8GuitarProjectile)
{
   projectileShapeName = "base/data/shapes/empty.dts";
   directDamage        = 40;
   directDamageType    = $DamageType::ERG;
   radiusDamageType    = $DamageType::ERG;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse     = 000;
   verticalImpulse  = 100;
   explosion           = V8GuitarExplosion;
   //bloodExplosion        = horseRayExplosion;
   particleEmitter       = V8GuitarTrailEmitter;
   explodeOnPlayerImpact = true;
   explodeOnDeath        = true;

   muzzleVelocity      = 90;
   velInheritFactor    = 1;
  

   armingDelay         = 3000;
   lifetime            = 3000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.99;
   bounceFriction      = 0.20;
   isBallistic         = true;
   gravityMod = 0.0;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
  
   uiName = "V8 Guitar";
};

//////////
// item //
//////////
datablock ItemData(V8GuitarItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

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

//gui stuff
uiName = "V8 Guitar";
iconName = "./Icon_V8Guitar";
doColorShift = false;
colorShiftColor = "0.0 0.7 0.0 1.000";

// Dynamic properties defined by the scripts
image = V8GuitarImage;
canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(V8GuitarImage)
{
   // Basic Item properties
   shapeFile = "./Guitar.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; //"0.1 0.2 -0.55";
   rotation = eulerToMatrix( "0 0 0" );

   // 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 = V8GuitarProjectile;
   projectileType = Projectile;

//casing = horseRayShellDebris;
//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;
   minShotTime = 2000;   //minimum time allowed between shots (needed to prevent equip/dequip exploit)


   doColorShift = false;
   colorShiftColor = V8GuitarItem.colorShiftColor;//"0.400 0.196 0 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";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.14;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = horseRayFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = ChordSound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = horseRaySmokeEmitter;
stateEmitterTime[3] = 0.4;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.0;
stateTransitionOnTimeout[3]     = "Reload";

stateName[4] = "Reload";
stateSequence[4]                = "Reload";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "Ready";

};

504
Modification Help / Coin doesn't show up in add on list.
« on: April 14, 2011, 03:01:45 AM »
I'm trying to port the v8 coin, I just can't get this script to execute it correctly.

Code: [Select]
//Coin.cs
datablock AudioProfile(CoinExplosionSound)
{
   filename    = "./BasketBallNoice.wav";
   description = AudioClose3d;
   preload = false;
};

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


//Coin trai
datablock ParticleData(CoinTrailParticle)
{
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] = 0.01;
sizes[1] = 0.02;
sizes[2] = 0.003;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
};

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

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

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0;  

   particles = CoinTrailParticle;
};


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

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

// Interpolation variables
colors[0] = "0.0 0.0 0.0 0.0";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.01;
sizes[1] = 0.01;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(CoinExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifeTimeMS   = 1;
   ejectionVelocity = 1;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "CoinExplosionParticle";
};

datablock ParticleData(CoinExplosionParticle2)
{
dragCoefficient = 0.1;
windCoefficient = 0.0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1;
lifetimeVarianceMS = 1;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

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

// Interpolation variables
colors[0] = "0.0 0.0 0.0 0.0";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.01;
sizes[1] = 0.01;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(CoinExplosionEmitter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 1;
   ejectionVelocity = 1;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "CoinExplosionParticle2";
};

datablock ExplosionData(CoinExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 1;

   soundProfile = CoinExplosionSound;

   emitter[0] = CoinExplosionEmitter;
   emitter[1] = CoinExplosionEmitter2;
   //particleDensity = 30;
   //particleRadius = 1.0;

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

   shakeCamera = false;
   camShakeFreq = "0.0 0.0 0.0";
   camShakeAmp = "0.0 0.0 0.0";
   camShakeDuration = 0.1;
   camShakeRadius = 1.0;

   // 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        = 1;
   damageRadius        = 1;
};

//projectile
AddDamageType("Coin",   '<bitmap:add-ons/ci/spear> %1',    '%2 <bitmap:add-ons/ci/spear> %1',1,1);
AddDamageType("CoinRadius",   '<bitmap:add-ons/ci/spearRadius> %1',    '%2 <bitmap:add-ons/ci/spearRadius> %1',1,0);
datablock ProjectileData(CoinProjectile)
{
   projectileShapeName = "`~/Coin.dts";
   directDamage        = 50;
   directDamageType  = $DamageType::CoinDirect;
   radiusDamageType  = $DamageType::CoinRadius;
   impactImpulse   = 1000;
   verticalImpulse   = 1000;
   explosion           = CoinExplosion;
   particleEmitter     = CoinTrailEmitter;

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

   muzzleVelocity      = 3;
   velInheritFactor    = 1;

   armingDelay         = 2000;
   lifetime            = 2000;
   fadeDelay           = 3000;
   bounceElasticity    = 0.7;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 3.0;

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


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

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

//gui stuff
uiName = "Coin";
iconName = "./CoinIcon";
doColorShift = true;
colorShiftColor = "0.400 0.196 0 1.000";

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

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(CoinImage)
{
   // Basic Item properties
   shapeFile = "./Coin.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 = CoinItem;
   ammo = " ";
   projectile = CoinProjectile;
   projectileType = Projectile;

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

   //casing = " ";
   doColorShift = true;
   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] = CoinFireSound;
};

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

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

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

505
Suggestions & Requests / Advanced disable.
« on: April 11, 2011, 09:14:45 PM »
I was wondering if someone could make a script where you could choose what to disable for non admins. Things like lights, emitters, items, render, collision, ray casting and others. When I'm hosting a build server I don't want people using render, ray casting or collision, yet they continue to do so.

506
Gallery / Free Brick Car!
« on: April 11, 2011, 08:01:09 PM »
Free car! Yes I swear all the pieces are there. It never had wheels, check the instruction booklet.


507
Gallery / Ever had one of these days?
« on: April 11, 2011, 01:26:40 AM »


Have you ever had one of these days where you felt like you needed to do a wheelie with a brick car to get the noobs off it?

508
Suggestions & Requests / Anti Aim Bot
« on: April 09, 2011, 07:23:39 PM »
Can someone make a script that disables Aim Bot, the increase amount of idiots with aim bot is pissing me off.


Oh and rapid tools, that too.

509
Gallery / I've captured the infamous squideey
« on: April 09, 2011, 05:44:43 PM »
That slippery squid thought he could get away, ha. WRONG! He is now to forever stay in the icy cold fridge jail.

Just look at these low lifeless criminals trying desperately to see what is outside of those bars.






510
General Discussion / Old V8 saves.
« on: April 09, 2011, 04:13:57 PM »
I'm just looking for some old v8 nostalgia. I don't care if the builds are fully detailed or just a bunch of spam. I want to compile a list of old v8 saves.

By old v8 saves I mean ones that weren't updated after v9 came out.

I'll be posting some of my old V8 saves later. Some of them aren't mine, some of them are mine and some of them I built something in.

Submitted by me.
It includes a few of my castles and other of my builds. Some builds not by me that I thought were cool and some complete crap. I've had way more than this but I either deleted them or updated them with v9.

My first build is in this too, see if you can find it.
http://www.mediafire.com/?ifh36phgdd7nr67

Submitted by captain blue.
http://www.box.net/shared/9eoqepegco

*bedroom saves*
my first few builds (the topics for them should be floating around somewhere WAY back in the gallery section):
http://www.mediafire.com/?ryo1tbg06cza153
http://www.mediafire.com/?ixckkooy9tm7wr0
some city that I saved a long time ago:
http://www.mediafire.com/?bdpxpzev13tge7a
MotE's mansion and some mansion I helped a few people build:
http://www.mediafire.com/?7246pv4v25p7yvj
http://www.mediafire.com/?by7t29r9finbgof
a really crappy zelda RP of mine:
http://www.mediafire.com/?yznb1bsjcc8dkc2
http://www.mediafire.com/?3s94z12pa699999
a few builds a friend of mine made when I first got BL:
http://www.mediafire.com/?6j4gk575snouh58
old freebuild:
http://www.mediafire.com/?dxtvk11680fhu69
original demo limit house:
http://www.mediafire.com/?lydl347v54t7duw
an old town Djy1991 made:
http://www.mediafire.com/?ltvo5o7pv4ngmc0

*kitchen saves*
a big chair i made to fit the table in the kitchen. the topic for this one should be somewhere in the gallery too
http://www.mediafire.com/?ump3pnq516tvggd

*slate saves*
I had a humongous list of saves from a long time ago, but I lost them all and was only able to retrieve a few of them
http://www.mediafire.com/?czi6wjibgnjjjcl

Pages: 1 ... 29 30 31 32 33 [34] 35 36