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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?
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//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";
};
//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);
}
*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