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Messages - Tom060197

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91
Off Topic / Re: Car Accident (somewhat)
« on: February 13, 2015, 03:41:11 PM »
 I would also be freaked if I was about to hit a pole-
- head phone.

92
Off Topic / Re: tell jokes you know
« on: February 13, 2015, 03:30:04 PM »
Why did Sally fall off the swing,
because she had no arms.

Knock Knock.
Who's there?

Not Sally.

What did Sally get for Christmas?

Don't know, she hasn't opened it yet.


Why did princess Diana cross the road?

She forgot to put on her seatbelt.


A baby seal walks into a club...

93
Off Topic / Re: Lets make a story
« on: January 25, 2015, 11:09:43 PM »
and ate ass NIGUUUUUUUUUUUUUUUUUUUUUUUUUU UUUUUUUUUUU

94
Off Topic / Re: What anti-viruses do you use?
« on: January 25, 2015, 11:01:11 PM »
AVG (almost wrote VAG :\) It's all I need

95
Off Topic / Re: INSULT THE ABOVE (JEW)SER
« on: January 08, 2015, 07:03:58 PM »
Your name says it all... assbiscuit

96
Off Topic / Re: It's my 18th birthday!
« on: January 08, 2015, 07:03:15 PM »
Herpes Burpday!


Just had my 18th a few days ago too haha

97
Off Topic / Re: .dts to .fbx help
« on: January 04, 2015, 08:30:02 PM »
It has Direct X imports! Thank you very much!

You are amazing :cookie: :cookie:

98
Off Topic / Re: .dts to .fbx help
« on: January 04, 2015, 06:55:26 PM »
I cant find a DL for blender 2.4... can someone please convert them for me?

99
Off Topic / Re: .dts to .fbx help
« on: January 04, 2015, 05:42:02 PM »
I got Sargent. A Walters permission to use his guns in my game but I need to change the format

And Thanks!

Unfortunately I cannot import the .x into blender 2.69

100
Off Topic / Re: post random lines of code here
« on: January 04, 2015, 05:40:40 PM »
hehe, thats how I code. It makes it easier to find stuff

101
Off Topic / .dts to .fbx help
« on: January 04, 2015, 05:36:56 PM »
Ok so I have looked all around for a program (or extensions) that can import a .dts file and export it as .fbx or similar.

does anyone have a program that can do this?

if so can you convert some files for me

Thanks.

102
Off Topic / Re: post random lines of code here
« on: January 04, 2015, 05:33:56 PM »
#pragma strict
var Aiming : boolean = false;
var Damage : int = 100;
var Distance : float;
var MaxDistance : float = 1.5;
var TheSystem : Transform;
var MouseDown01 = false;
var cliprounds = 200;
var reloadTime = 3.3;
var canfire = false;
var Reloading : boolean = false;
var Sprinting : boolean = false;
var TargetScript : StaminaScript;
var TargetScript02 : StaminaScript;
var canSprint : boolean = true;
var MouseDown02 = false;
var HGFl : boolean = true;
var On : boolean = true;
//var TorchLight : GameObject;
//var gunshot : AudioClip;
//var magout : AudioClip;
//var magin : AudioClip;
//var gunslide : AudioClip;
//var gunshot2 : AudioClip;
var gunshotlight : Transform;
public var spreadFactor : float;
var GroundHit : GameObject;
var GunParticle : GameObject;
//var TargetScript02 : GPinstantiate;
var GP : Transform;

function Start(){
   //TargetScript02 = GameObject.Find("GP").transform.GetComponent("GPinstantiate");
}
function Update ()
{
//
//
//
//
//
//
//
//
//
//   Hip-Fire Functions



//   Idle Function

      if(!Aiming)
   {
         spreadFactor = 0.09;
   }

      if (TargetScript.CanSprint == false && Sprinting)
   {
         animation.CrossFade ("MinigunIdle");
         Sprinting = false;
   }
// Automatic Reload

      if(cliprounds <= 0 && !Sprinting && !Aiming)
   {
         animation.Play("MiniGunReload");
         Reloading = true;
   }
//   Manual Reload

      if(Input.GetKey("r") && !Sprinting && !Aiming)
   {
         Reloading = true;
         animation.Play("MiniGunReload");
   }   
//    Attack Function

      if (Input.GetMouseButtonDown(0) && !Reloading && !Sprinting && !Aiming)
   {
         MouseDown01 = true;
         animation.Play("MinigunShot");
      
   }
//  LeftMouseUp Function
      if (Input.GetMouseButtonUp(0))
   {
         MouseDown01 = false;
   }
//  LeftMouseDown Function
      if (Input.GetMouseButtonDown(0))
   {
         MouseDown01 = true;
   }
//    Idle Function
      if(animation.isPlaying == false && !Sprinting && !Aiming)
   {
          animation.CrossFade("MinigunIdle");
   }
// Cancel Reload
         if(Input.GetMouseButtonDown(0) && !Sprinting && Reloading)
   {
         animation.CrossFade("MinigunIdle");
         TargetScript.CanSprint = true;
         Reloading = false;
   }
//
//
//
//
//
//
//
//
//
//   Aiming Functions
   
   

// Spread Function

      if(Aiming)
   {
         spreadFactor = 0.01;
   }

// Automatic Reload
      if(cliprounds <= 0 && !Sprinting && Aiming)
   {
         animation.Play("MinigunAimReload");
         Reloading = true;
   }
//   Manual Reload Function

      if(Input.GetKey("r") && !Sprinting && Aiming)
   {
         Reloading = true;
         animation.Play("MinigunAimReload");
   }   
//   Attack Function

      if (Input.GetMouseButtonDown(0) && !Reloading && !Sprinting && Aiming)
   {
         animation.Play("MinigunAimShot");
   }
//   Right MouseDown Function

      if (Input.GetMouseButtonUp(1))
   {
         MouseDown02 = false;
   }
      if (Input.GetMouseButtonDown(1))
   {
         MouseDown02 = true;
   }
//   Aim Up Function

       if (Input.GetMouseButtonDown(1) && !Sprinting && !Reloading  && !Aiming)
   {
         Aiming = true;
         animation.Play("MinigunAimUp");
         TargetScript.CanSprint = false;
   }
// Aim Release Function

       if (Input.GetMouseButtonUp(1) && !Sprinting && !Reloading)
   {
         Aiming = false;
         animation.Play("MinigunAimDown");
         TargetScript.CanSprint = true;
   }
// Cancel Reload
         if(!MouseDown02 && Aiming && !Sprinting && Reloading)
   {
         Aiming = false;
         animation.CrossFade("MinigunIdle");
         TargetScript.CanSprint = true;
         Reloading = false;
   }
//
//
//
//
//
//
//
//
//
// Sprinting Functions



//   Sprint Intro Function

      if(Input.GetKeyDown (KeyCode.LeftShift) && TargetScript.CanSprint == true && !Aiming && !Reloading)
   {
         animation.CrossFade("MinigunSprintIntro");
         Sprinting = true;
   }      TargetScript.CanSprint = false;
   
//   Sprint Stop

      if(Input.GetKeyUp (KeyCode.LeftShift) && Sprinting == true && !Aiming)
   {
             animation.CrossFade("MinigunSprintOutro");
    }
//
//
//
//
//
//
//
//
//
//FlashLight Functions



// Flashlight On
//      if(Input.GetKey("v") && !Sprinting && !Reloading && !Aiming && HGFl == true)
//   {
//         animation.Play("FlashLightOff");
//         TorchLight.animation.Play("off");
//         HGFl = false;
//   }
// Flashlight On
//      if(Input.GetKey("v") && !Sprinting && !Reloading && !Aiming && !HGFl)
//   {
//         TorchLight.animation.Play("flashlight");
//         HGFl = true;
//   }
}

//
//
//
//
//

   // Releases raycast from WeaponSystem Game Object

function AttackDamage ()
{

   // Attack Function
      var hit : RaycastHit;
      var direction : Vector3 = TheSystem.transform.Transform Direction(Vector3.forward);
//      var GPDirection : GameObject = GP.transform;
      
   // Gives a random range between a number to calculate the spread
   
      direction.x += Random.Range(-spreadFactor, spreadFactor);
            direction.y += Random.Range(-spreadFactor, spreadFactor);
                  direction.z += Random.Range(-spreadFactor, spreadFactor);
                  
   // Detects and instantiates the distance for the raycast         
            
      if (Physics.Raycast (TheSystem.transform.position,direction,hit))
            var particleClone = Instantiate(GroundHit, hit.point, Quaternion.LookRotation(hit.normal));
      
   // Finds the distance to send the "Attack Damage" function
               
   {
         Distance = hit.distance;
      
      if (Distance <= MaxDistance)
   {
         hit.transform.SendMessage("Melee", Damage, SendMessageOptions.DontRequir eReceiver);
   }
   }
}

//
//
//
//
//

   // Fires the second shot after the first animation

function SecondShot()
{
      if(MouseDown01 == true && !Sprinting && !Reloading && !Aiming)
   {
         animation.Play("MinigunShot02");   
   }
}

//
//
//
//
//
function AimSecondShot()
{
      if(MouseDown01 == true && !Sprinting && !Reloading && Aiming)
   {
         animation.Play("MinigunAimShot02");   
   }
}

//
//
//
//
//

function AimShot()
{
      if(MouseDown01 == true && !Sprinting && !Reloading && Aiming)
   {
         animation.Play("MinigunAimShot");   
   }
}

//
//
//
//
//

function Shot()
{
      if(MouseDown01 == true && !Aiming && !Sprinting)
   {
         animation.Play("MinigunShot");   
   }
}

//
//
//
//
//

function TakeRound ()
{
         cliprounds -= 1;
}

//
//
//
//
//

function Reload()
{
         cliprounds = 200;
         Reloading = false;
}

//
//
//
//
//

function SprintIntro()
{
         animation.CrossFade("MinigunSprintMiddle");
}



function SprintOutro()
{
         animation.CrossFade("MinigunIdle");
}



function isSprinting()
{
         Sprinting = true;
}

//
//
//
//
//

function isNotSprinting ()
{
         Sprinting = false;
}

//
//
//
//
//

function AimIdle()
{
         animation.Play("MinigunAimIdle");
}

//
//
//
//
//

function AimCheckAfterReloadOrSprint()
{
      if (MouseDown02 == true && !Sprinting && !Reloading  && !Aiming)
   {
         Aiming = true;
         animation.Play("MinigunAimUp");
         TargetScript.CanSprint = false;
   }
}

//
//
//
//
//

function magoutfunction()
{
      //   audio.PlayOneShot(magout);
}

//
//
//
//
//

function maginfunction()
{
         //audio.PlayOneShot(magin);
}

//
//
//
//
//

function gunshotfunction()
{
         //audio.PlayOneShot(gunshot);
}

//
//
//
//
//

function gunshot2function()
{
         //audio.PlayOneShot(gunshot2);
}

//
//
//
//
//

function gunslidefunction()
{
         //audio.PlayOneShot(gunslide);
}

//
//
//
//
//

function gunshotlightfunction()
{
         gunshotlight.animation.Play("GunShotPL");
}

//
//
//
//
//

function SprintStop ()
{
         Sprinting = false;
         TargetScript.CanSprint = false;
}
function gunshotpart(){

   GunParticle.animation.Play("Gunparticle");
}

yaymuchfun

103
Forum Games / Re: Change one letter
« on: January 02, 2015, 07:20:50 PM »
assbiscuit
but in all seriousness: titglrs

104
Off Topic / Re: What kind of music do u guise like?
« on: November 25, 2014, 08:35:30 PM »
Have you tried Megadeth? They are damn good.

Not into them :\

105
Off Topic / Re: What kind of music do u guise like?
« on: November 25, 2014, 08:13:55 PM »
Metal
Metal
Metal
Metal
Death Metal
Metal
Metal
Metal
Metal

... You get the picture.
I find it hard to like a band, I only like 3 bands, those being Evanescence, Disturbed and Slipknot.

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