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.


Messages - zombekillz

Pages: 1 [2] 3 4 5 6 7 ... 34
16
Add-Ons / Re: Advanced Weapon pack [6/8/15]
« on: October 13, 2015, 06:44:19 PM »
due to people seeming to have an interest in this topic again I'm going to post a change log for the next update, even though its probably not coming out any time soon, why not.

Quote
changes for next update
*armor that reacts to the type of bullet shot at it.
*armor effects that are applied when the effect item is in a players inventory, these will probably grant the player a boost to some stats or deflect some damage on to your attacker.
*different types of ammunition that are more powerful against different types of armor.
*some grenades that are stack-able in your inventory.
*new static shape bullet trails that look pretty loving amazing.
*new AK47 styled semi automatic rifle that fires as fast as you can click.
*rescripted ammo pick up system to support grenades and reduce the amount of packaged functions.
*randomized death messages that somewhat resemble those of terraria, they are also conditional, such as displaying deaths caused by drive-by shootings or long distance shots.
*moved the muzzle flash from the player's position to the muzzle's position, i have no clue why i hadn't done this sooner...
*minor bug-fixes with player movement speed and vignettes, and some other stuff too, idk yet.
*I might replace the tons of repetitive cs files and datablocks for each weapon with a script that automatically generates these datablocks based on sets of variables. Depending on the limitations of torque this might not even be possible, i haven't looked into it yet.  This will not reduce the amount of datablocks, but will make it infinitely easier to produce new mods and weapons because you wont need to reproduce these extremely similar .cs files tons of times on your own.
*some other fun stuff, who knows. :cookieMonster:

The ammo system doesn't want to be compatible with slayer, help?
strange, works for me, try disabling some other weapons that use ammo, ive heard that there are a few that conflict.

I'm not feeling it with the models.
Scripts are nice tho.
well thanks! I try...

below is a few pictures from the next update, more will be added later.

the last pic is of some of the more advanced armor I've added, the electrical beam is animated to ark over the players head while the shields are active.

17
Ooh, I thought that was the inside and the players were outside already, my bad.

18
Modification Help / Re: Fallout RPG (Power Armor Beginning pictures)
« on: June 27, 2015, 05:44:25 PM »
I understand where you're getting the inspiration from but, from a gameplay perspective, a vehicular power armor suit won't work. It's definitely a great idea and an excellent way to balance out the benefits, but in torque talk, won't make much sense.

Anyways, it's all on you. If you can make a vehicular based power armor work well in blockland, then I stand corrected :)

Also this is a side request:

Please find a way to add the enclave advanced power armor from fallout tactics



What do u mean, sounds like itd work just fine to me if done correctly, the horse and boat are vehicles, but are also player types, so why not just animate a playertype around the player themselves.  In fact, that makes more since than mounting the armor peices, because there is a limit to how many of those you can mount at once.

19
I never really saw anything storm related in that video, of course I am watching it on a tiny phone screen, but I have implemented heavy and light rain storms into a cloudy skybox.

20
-bigsnip-

Well, I suppose I could do that, but I am by no means a meteorologist, so ill need to google up what the hell barometric means and what milibars are supposed to measure, but perhaps ill give it a shot and release that as an update or a plugin for the mod.

21
Oh, stuff, ok, well ill probably upload a more updates version in the addons section soon.

22
Nice, I like the hight idea, right now its just random.

As far as development goes, I made a nice little getWeatherModTime() function that returns the exact time down to the nearest minute, good for a wristwatch or clock mod.

23
I remember that Blockland used to have lightning. Does that still work?
Yea, I used gcats lightning mod for it, there is actually a lightning datablock.

24
im going to release a beta version for you guys to mess around with on ur own, its probably not ready for use on your servers yet tho... enjoy!

https://hostr.co/G7ufaH2NUJO8 <-scripts
https://hostr.co/CXutZ9PChteY <-Skyboxes
http://forum.blockland.us/index.php?topic=273493.0 <-daycycle
all are required
use "/startweather ##" and "/stopWeather" to make the mod do stuff. for the "##" that is the length of the day in seconds.

and don't worry, more will still be added, this is just the tip of the iceberg.

25
Modification Help / Re: How do i detect midnight in a daycycle?
« on: June 21, 2015, 05:03:53 AM »
thats awsome, i found a workaround for that a bit ago, but i think ill remake it your way instead :)



as for detecting midnight i actually just figured that out myself by modifying code from lugnut's daycycle events, it dosent find midnight, but it will find 6am, which works for me
heres what i came up with:
Code: [Select]
function getDayCycleTime() //Returns the time in seconds from dawn from the current time
{
%curTime = $Sim::Time; // the day cycle is tied directly to the simTime of the server.
%length = $WeatherMod_Daylength; // this is how long in seconds the day will last. for example, 24 is a full 24 hour day in the space of 24 seconds.
%offset = DayCycle.dayOffset; // this is how much offset is applied to the day.
%offset = mfloor(%offset * %length); // this calculates how many seconds the offset actually affects, as the offset is defined in a range between 0 and 1.

if(%offset != 0)
%curTime = (%curTime + %offset) - %length; // this adds the offset into the equation.

%final = mFloor(%curTime % %length); // this determines the remainder of simTime divided by length, which is how far, in seconds, we are into the day.

if(%final < 0) //if the result is a negative, we need to subtract it from the total. this allows compatibility with offsets.
%final = %length - %final;

return %final;
}

function GetMidNight() // Find Midnight and schedule the Weathermod Time scripts.
{
%tod = getDayCycleTime(); // establish a starting point
%len = $WeatherMod_Daylength; // establish length of days

%seconds = %len - %tod;
%Miliseconds = %seconds * 1000;
$Sched_WeatherMod_Time = schedule(%Miliseconds,0,Time_6AM);
echo(%Miliseconds);
}

26
Modification Help / How do i detect midnight in a daycycle? SOLVED
« on: June 21, 2015, 01:07:42 AM »
It seems to me like whenever i start a day-cycle the time it starts at is random, and not midnight like where the script starts the cycle, how can i detect when midnight is so i can trigger my time scripts?

27
Can't you just use the value of $EnvGuiServer::WaterHeight before you modify the water height?

Oh, huh, I thought that was all handled by the client, but that would probably work. Thanks

EDIT: having some troubles getting the daycycles and the environmental changes to play nicely with eachother, if you know anything about how blockland environments work, give me a hand here:

all fixed :D

28
Damn that's alot of clouds, I was thinking more along the lines of clear sky, partially cloudy and very overcast(right before rain)

29
Mild flooding, moderate flooding and extreme flooding. All comes from moderate to extreme storms/rain
Based off of the default water level that is set by either the host or super admins

Should be pretty easy to implement at this point, I already have a system made for large multiple day rain storms, but there is no way to get the water level from the server, so ill use the default water height as a base.

30
This may be a little extreme but, what about natural disasters, Tornadoes, Hurricanes, flooding etc?

Also what about lightning and thunder?

I've already got a lightning and thunder mod that i plan to modify and implement.
I don't really think I'm going to do natural disasters, but they can always be added using the events to spawn them.

Pages: 1 [2] 3 4 5 6 7 ... 34