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Topics - Aloshi

Pages: 1 [2] 3
16
Modification Help / Checking what map is in use
« on: February 24, 2008, 07:15:06 PM »
Right, I'm making a mod that will only work on a particular map, is there a way I can check what map the server uses?

17
Modification Help / Explosion not showing for anyone but host
« on: February 10, 2008, 01:11:54 PM »
Right, so I'm using an explosion Rkynick made for me and spawning it with the new Explosion(){}; command. It works for me, but for anyone else, it doesn't show up. Anything wrong with my code?

To make the explosion:
Code: [Select]
new Explosion(){
scale = "4 4 4";
position = %pos;
datablock = "HeatRocketExplosion";
};

The explosion datablocks:
Code: [Select]
datablock ParticleData(asplodeExplosionParticle)
{
dragCoefficient      = 5;
gravityCoefficient   = -0.2;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 1300;
lifetimeVarianceMS   = 200;
textureName          = "add-ons/particles/exp1";
spinSpeed = 4.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.8 0.3 0.5";
colors[1]     = "0.9 0.6 0.2 0.8";
colors[2]     = "0.3 0.4 0.5 0.3";
sizes[0]      = 1.0;
sizes[1]      = 3.0;
sizes[2]      = 5.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(asplodeExplosionEmitter)
{
   ejectionPeriodMS = 21;
   periodVarianceMS = 0;
   ejectionVelocity = 7;
   velocityVariance = 0.5;
   ejectionOffset   = 0.2;
   thetaMin         = 85;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 320;
   overrideAdvance = false;
   particles = "asplodeExplosionParticle";
};
datablock ParticleData(asplodesparkExplosionParticle)
{
dragCoefficient      = 0;
gravityCoefficient   = 0.0;
inheritedVelFactor   = 0.5;
constantAcceleration = 0.9;
lifetimeMS           = 500;
lifetimeVarianceMS   = 200;
textureName          = "add-ons/particles/exp1spark";
spinSpeed = 0.1;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.7 0.3 0.7";
colors[1]     = "0.9 0.4 0.2 0.7";
colors[2]     = "0.3 0.5 0.5 0.4";
sizes[0]      = 0.8;
sizes[1]      = 0.7;
sizes[2]      = 0.5;

useInvAlpha = false;
};
datablock ParticleEmitterData(asplodesparkExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 8.6;
   velocityVariance = 8.5;
   ejectionOffset   = 0.1;
   thetaMin         = 45;
   thetaMax         = 90;
   phiReferenceVel  = 1;
   phiVariance      = 300;
   overrideAdvance = false;
   particles = "asplodesparkExplosionParticle";
};
datablock ExplosionData(HeatRocketExplosion)
{
   //explosionShape = "";
   explosionShape = "./shapes/explosionSphere1.dts";
soundProfile = rocketExplodeSound;

   lifeTimeMS = 550;

   particleEmitter = asplodesparkExplosionEmitter;
   particleDensity = 155;
   particleRadius = 0.1;

   emitter[0] = asplodeExplosionEmitter;
   emitter[1] = asplodesparkExplosionEmitter;
   emitter[2] = asplodeDebrisTrailEmitter;

   faceViewer     = false;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "3.0 10.0 3.0";
   camShakeDuration = 0.5;
   camShakeRadius = 20.0;

   // Dynamic light
   lightStartRadius = 5;
   lightEndRadius = 20;
   lightStartColor = "1 1 0 1";
   lightEndColor = "0 0 0 0";

   damageRadius = 3;
   radiusDamage = 100;

   impulseRadius = 6;
   impulseForce = 4000;
};

datablock ParticleData(asplodeDebrisTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = -0.3;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1400;
lifetimeVarianceMS = 150;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "add-ons/particles/cloud";
//animTexName = "~/data/particles/cloud";

// Interpolation variables
colors[0] = "0.2 0.1 0.0 0.2";
colors[1] = "0.2 0.1 0.0 0.2";
   colors[2] = "0.2 0.1 0.0 0.1";

sizes[0] = 2.0;
sizes[1] = 4.0;
   sizes[2] = 5.0;

times[0] = 0.0;
times[1] = 0.1;
   times[2] = 7.0;
};

datablock ParticleEmitterData(asplodeDebrisTrailEmitter)
{
   ejectionPeriodMS = 10;
   periodVarianceMS = 0;
   ejectionVelocity = 4.9;
   velocityVariance = 4.8;
   ejectionOffset   = 1.0;
   thetaMin         = 40;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "asplodeDebrisTrailParticle";

   uiName = "asplode Debris Trail";
   emitterNode = FifthEmitterNode;
};

18
Suggestions & Requests / In-Game computer-style...thing
« on: February 07, 2008, 01:31:27 PM »
Hard to really describe this, but I was thinking of something along the lines of a Hologram-ish things, and when you aim at it, a cursor appears where you aim and follows it, perhaps clicking can perform a function by pressing a button on the 'hologram,' etc.  I hope I explained this good enough. :\

It would be cool, and I expect people could make some neat things with this. (Computer within the game, maybe)

19
Modification Help / Playing a sound
« on: February 05, 2008, 05:26:45 PM »
I'm in a bit of a pickle.

I want to simply play a sound, not looping, in basically the same way as when you fire a weapon.  How can I do this?

20
Modification Help / Applying damage
« on: February 03, 2008, 03:32:07 PM »
So I need to apply damage, but I want to still call all the usual checks for it (minigame, etc).  Right now I have a somewhat sloppy way to do this for players, but I need it to work for vehicles too.  Instead of try to just recode damage, could someone tell me if there is a way to simply apply damage with all the usual checks, without using a projectile?

Fine, since I doubt anyone will help me unless I say this...

I'm in a bit of a pickle.

21
Modification Help / Spinning a vehicle
« on: January 22, 2008, 07:17:21 PM »
Any clue how I could spin a vehicle around, Mariokart banana spinout style?

22
Modification Help / Getting inventory item names Clientside
« on: November 10, 2007, 12:45:21 PM »
Is there a way to get the names of all items in your inventory Clientside? Nvm.

Is there a simple command to use an item of X slot, Clientside?

23
Modification Help / Converting a DamageType into a number?
« on: June 26, 2007, 09:09:12 AM »
Well, I want to compare a user-entered damage type in string form (ex. "Sword") then make it a number so I can compare it in the onDeath's %damageType. %damageType is a number and the user-entered type is a string. How can I convert one of them to the other so I can compare?

24
General Discussion / BL ID List Project
« on: June 24, 2007, 02:13:57 PM »
Well, you may remember Zerosan's old BL ID list where you could post your IDs. Well, when that kind of dried up, we went for a more...active approach. See, we made our own script to automatically copy the IDs and names from the F2 Player List and save them to a .txt file. Then, we go to a webpage, and upload our .txts and it parses them. It then accumulates all of them into a big list, and you can download the current list as a text file. New lists can only be uploaded by people who know the password/have the client-side script. We are looking for more people to help us lengthen the list, and if you would like to help, contact Zerosan or me ingame or on MSN. All you need to do is stick a file in add-ons/client, visit servers, and periodically upload your new list.

Currently the list is at 200 some entries at the time of posting, some old and incorrect.
NOTE: Occasionally the site goes down, but don't worry, it comes back online eventually.

EDIT: Collecter link added instead of the Parser which is for people who add stuff.

25
Modification Help / Getting all the Client objects Clientside?
« on: June 21, 2007, 09:12:46 AM »
Right, so I want to call a specific function, (function being client-side) but have it use all the other clients in the server, once I join it/when someone else joins. (Basically, Client C Joins the server. I want to to then basically go through the ClientGroup and find everyone and then call a function with their client object. I only need the Name, BL ID, and Clan poperties accessable.) Server-side, this would be simple. So is there a client-side function I can modify that is activated whenever someone joins any server?

26
Modification Help / Respawning Bricks
« on: June 08, 2007, 03:59:26 PM »
What is the method that weapons use for respawning bricks when they are destroyed in a minigame by a weapon? I need to figure this out for a mod I'm working on...currently it makes the brick count mess up and gets rid of the bricks effects. How does Badspot do it?

27
Any way I can add a internet browser into a GUI, or do I have to script one myself?

And another question, can I play music client side - Ex. have a .ogg or something and have just the client play it from anywheres?

28
Modification Help / Making a button activate with Enter in a GUI
« on: May 16, 2007, 03:45:58 PM »
Same as topic, how can I activate a button by pressing enter?

29
Modification Help / Updating the Score/Player GUI
« on: May 10, 2007, 05:46:50 PM »
I want to change a client's score. Works, but it doesn't update the actual GUI until later from other things. Any way to just update with a command?

30
Modification Help / Adding bots to Minigames
« on: May 08, 2007, 08:33:16 PM »
How do I add bots to minigames, so they can damage other players etc?

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