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Topics - Extrude

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46
Modification Help / Trouble in Terrorist Town
« on: August 26, 2011, 09:18:21 PM »



8-28-2011

47
Modification Help / Glitch with particle effect & emitter.
« on: August 25, 2011, 03:37:18 PM »
Code: [Select]
datablock ParticleData(TTTTracer)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 120;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = false;
animateTexture = false;
//framesPerSec = 1;

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

// Interpolation variables
colors[0] = "1 1 0 0.5";
colors[1] = "1 1 0.4 0.5";
sizes[0] = 0.05;
sizes[1] = 0.01;
times[0] = 0.0;
times[1] = 0.25;
};

datablock ParticleEmitterData(TTTTracerEmitter)
{
   ejectionPeriodMS = 2;
   periodVarianceMS = 0;

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

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = TTTTracer;

   useEmitterColors = false;
};

I'm trying to make an emitter, that's a small semi-transparent yellow trail behind the bullet. The yellow trail works, but there is also a very large white trail, about 5x the size of the smaller one. What's causing thing?

48
Add-Ons / Dragon's Breath; Pancor Jackhammer (Updated: 8-17-2011)
« on: August 14, 2011, 06:31:32 PM »
Dragon's Breath

A shotgun that shoots fire.

It's a variation of the Pancor Jackhammer, with a new model. It shoots fire and lots of bullets!

Pictures





Many pix courtesy of Le Bear de Mega.

Download

Download it.

49
Add-Ons / TAR-21
« on: August 14, 2011, 11:57:39 AM »
A bullpup assault rifle. Functions the same as the weapons from xPack.

Download.

Made by Extrude.

50
So, I have a fire weapon, and I want the explosion to stay and produce a burning effect.

I use the emitter AdminWandExplosionEmitter, but it only emits the explosion once. I want it to continuously emit the fire particles.

Code: [Select]
datablock ExplosionData(FirePlasmidExplosion)
{
   //explosionShape = "";
   soundProfile = "fireplasmidsound";

   lifeTimeMS = 150;

   particleEmitter = adminWandExplosionEmitter;
   particleDensity = 50;
   particleRadius = 1;

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

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

   // Dynamic light
   lightStartRadius = 1;
   lightEndRadius = 0;
   lightStartColor = "1 0 0";
   lightEndColor = "0 0 0";

   uiName = "Fire Plasmid Impact";

   };

How would I do this?

51
Add-Ons / Extrude's Pack
« on: June 18, 2011, 12:48:42 PM »
Extrude's Pack
This is a weaponset I have been working on for a couple of weeks, it contains 8 guns, and all of them have sights. Right-Click to use them. This pack was designed for realistic damage, so most of these weapons can kill you in 2-3 shots.

The guns also have recoil.

The pack contains:
4 Terrorist-Themed Weapons
4 CT/Police Weapons
2 SMGs (Uzi, SR2 Veresk)
4 Pistols (M9, Glock, Python, Snubnose 38)
1 Shotgun (R870)
1 Grenade Launcher (M79)
1 Assault Rifle (Commando)


Every gun you could want. A few guns aren't included in the picture.


Download it.
Sounds are taken from Gravity Cat's Firearms, Tier+Tactical, and TwoGuns.
All models are made by Extrude, image changing script by Lilboarder32.

52
Modification Help / [Tutorial] Ironsights; How to add.
« on: March 13, 2011, 10:20:47 AM »
Ironsights; How-To-Add. The Complete Guide.
This guide was created using the Bushmaster ACR as a base, which uses Lilboarder32's imageSwitch package, and Ephialtes' random spread package.

Summary
First off, I have to thank Lilboarder, for his wonderful help. Second of all..
Welcome to Ironsights; How-To-Add.
Now, to start off this tutorial, you need to meet a few requirements. You need to have...
    Notepad (or any other text editing program)
    A gun model
    A gun script
    A working gun with no bugs, in Blockland
And, once you have those things, you are ready to begin.

Scripting
So, to start off, I'm going to just give you the code, so you can mess around and implement that, right away if you wish.
Code: [Select]
package imageSwitch
{
function Armor::onTrigger(%this,%obj,%slot,%val)
{
Parent::onTrigger(%this,%obj,%slot,%val);
if(%slot == 4 && %val)
{
if(%obj.getMountedImage(0) == IMAGE1.getID())
{
%obj.updateArm(IMAGE2);
%obj.mountImage(IMAGE2,0);
}
else if(%obj.getMountedImage(0) == IMAGE2.getID())
{
%obj.updateArm(IMAGE2);
%obj.mountImage(IMAGE1,0);
}
}
}
};
activatePackage(imageSwitch);
Now wait, what?
You probably don't have two images assigned yet, so, I'll give you the code for a new image aswell.
Code: [Select]
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(DATA2Image)
{
   // Basic Item properties
   shapeFile = "./DATA.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; //"0.0 1.0 -0.85"
   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 = DATAProjectile;
   projectileType = Projectile;

casing = DATAShellDebris;
shellExitDir        = "-1.0 -1.0 -3.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 10.0;

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

   doColorShift = false;
   colorShiftColor = DATAItem.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.
   // The animation dustLock is used to reset the bolt to the closed
   // position when you pick it up.
stateName[0]                    = "Activate";
stateSequence[0] = "dustLock";
stateTimeoutValue[0]            = 0.23;
stateTransitionOnTimeout[0]     = "Ready";
stateSound[0] = weaponSwitchSound;

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

stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "Smoke";
stateTimeoutValue[3]            = 0.15;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;
stateEmitter[3] = DATAFlashEmitter;
stateEmitterTime[3] = 0.08;
stateEmitterNode[3] = "muzzleNode";
stateSound[3] = DATAFireSound;
stateEjectShell[3]        = true;

stateName[4] = "Smoke";
stateEmitter[4] = DATASmokeEmitter;
stateEmitterTime[4] = 0.12;
stateEmitterNode[4] = "muzzleNode";
stateTimeoutValue[4]            = 0.0;
stateTransitionOnTimeout[4]     = "Ready";


};
Good! Now that you defined a new image, give it the name of your first image, but increase the number value on the end by one. Remember, this was using my bACR script, so you should probably just find that code in your server.cs, and copy+paste it, edit it, etc, yeah. (I replaced my datablock names with DATA, so if you did use it, it's easier to change.)

Now, you need to take your ironsight code that we gave you earlier, and insert it at the ABSOLOUTE end of your server.cs!
Code: [Select]
};

MissionCleanup.add(%p);
}
return %p;
}

PASTE IT HERE. DO NOT ADD THIS CODE.
Voila! You have added your imageswitcher, and in theory, you can change images right now, simply via right clicking! (note, if you did JUST THIS, the gun will probably do nothing, and be very uneventful, and probably broken, bare with me for a bit longer.) So, now, you should go up to the code in IMAGE2, saying..
Code: [Select]
eyeOffset = 0; //"0.0 1.0 -0.85"Change that to...
Code: [Select]
eyeOffset = "0.0 1.0 -0.85"Now, your gun should be slightly offset when you right click, but it won't be looking down the sights, so adjust that until you are, OR, use the easy-adjustment guide + base.
(this is what I used in my script for the eyeOffset)
Code: [Select]
eyeOffset = "0 0.3 -0.73"; //-Left +Right, -Back +Front, -Down +UpREMEMBER! You may have to do A LOT of trial and error, this took me 6 hours to get right!

But, if you did all of this correctly, you should have working ironsights.
All of the material is used from my RTB topic.

53
Add-Ons / Extrude's Weapons
« on: March 09, 2011, 12:21:03 PM »
Newest Weapons
These should have better particles and newer sound effects.

FNP90
Fabrique Nationale P90

The FNP90 is a sub-machinegun featuring a built-in reddot sight, and an ambidextrous bolt system.
Weapon_FNP90.zip
Uses sounds from TwoGuns, a Torque game.

Older Weapons
These don't have the newer particles / effects.

M134
M134 Minigun

The M134 is a minigun. If you like bullets, this is the gun for you. (comes with a side of broken animations.)
Weapon_M134.zip
Uses sounds from T+T 1.

IWI Galil
IWI Galil / Galil Ace

The Galil is a versatile gun. Israeli's use it.
Weapon_Galil.zip
Uses sounds from T+T 1.

Misc. Downloads

I'll change the downloads to Mediafire once I get it to work. Oh, and fix the M134 animations. I can't do cylic stuff, yet.

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