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.


Topics - Muffinmix

Pages: 1 ... 4 5 6 7 8 [9] 10
121
Modification Help / Getting 2 emitters to go off in the same Image State
« on: October 17, 2007, 12:59:45 PM »
I want to add multiple emitters in a single State, let's say gunFlashEmitter and IonCannonFlashEmitter so they would play at the same time when the weapon would reach that Weapon image State. Kind of like one emitter does a flashing star, and another does a lightning effect. I want both to happen simultaneously. How do I add the two together to do that?

Code: [Select]
      // Initial start up state
...
stateEmitter[5] = IonCannonFlashEmitter;
...

I'm tempted to just put one beside the other and divide them with a space but I am pretty sure that doesn't work.

Code: [Select]
      // Initial start up state
...
stateEmitter[5] = IonCannonFlashEmitter gunFlashEmitter; //Probably wrong
...

Can someone help me out?

122
Modification Help / Removing an arm when equiping a weapon
« on: October 13, 2007, 11:24:19 AM »
I am currently making a particular weapon and for practical reasons, I need to remove the Left Hand / Arm of the player model when he equips said weapon. Can anyone help me out?

123
Modification Help / Particle Emitter Node stuff for weapons
« on: October 12, 2007, 07:32:08 PM »
I need two particular codes/functions/things.

First would it be possible to make a weapon with extra Emitter Nodes that will spew out particles when the weapon fires?

And, the complicated one, would it be possible to have particles spew out from your Player nodes (hand node, torso node, head node, whatever nodes the little dude has) when the weapon is fired? I can live without this one if it's too complicated.

124
Modification Help / Could someone flat shade this?
« on: October 07, 2007, 04:31:49 PM »
I was trying to Flat shade a Flak Cannon model and a laser rifle model yesterday using Torque DTS Plus exporter in Milkshape 3D but it would absolutely not work. I tried exporting anything using the damn DTS Plus exporter and it would simply refuse to work (Only one polygon out of the entire model would appear, everything else would remain invisible)

Edit: Problem solved, thanks to MasterLegoDude's Making a weapon thread.

125
Modification Help / Flat shading problems with Milkshape 3D
« on: October 06, 2007, 07:52:25 PM »
I am following Trader's Flat shading guide (http://www.blockland.us/smf/index.php?topic=20807.0) but every time I always get the same result: Everything is invisible except for a single polygon of the weapon, that polygon IS flat shaded though. I am using 3 different materials, and a fourth one for Animation sequencing.

I tried Regrouping the three groups and something interesting happened. One of the Polygon groups would appear when in 1st person mode, and another group would appear in 3rd person mode, but the first group would disappear. The last group would remain invisible.

Simply put, I want to flat shade my model, but it doesn't work. Version of MS3d is 1.7.10. I need help.

126
Suggestions & Requests / new item Menus
« on: September 26, 2007, 02:47:26 PM »
How about 2 new separate item menus?

The first one (the one we already have) could be reserved for weapons/useable items

The second one could be reserved for Equipment (select one of them, click to equip, click again to unequip. Equipment will remain equiped even when several are equiped at once, etc.). It will automatically unequip when the item is dropped, of course.

The third one would be a Vehicle Weapons/Measures menu, which would replace the regular on-foot weapons/useables menu and provide you with vehicle weapons instead. A tank, example, could have 3 measures: Main howitzer cannon, a machine-gun, and finally a smock screen projector.

127
Modification Help / Tell me about turrets...
« on: September 26, 2007, 01:51:29 PM »
Here's the lowdown, I've been wanting to make something big, a giant floating fortress called a Dreadnought that would come down and rain hell on anything in site. (This may be a bit tl;dr but bare with me)

This is what I need to figure out:

A- How do I create a "sticky" high friction surface to keep Blocko dudes on-board from blowing off the darn thing while it's moving? (possibly not even an issue, unsure)

Turrets
B- How do I create turrets your team mates can control remotely?
C- How do I set up "camera" points to enable a player to switch from Blocko-dude eye sight to turret eyesight?
D- How do I limit the view of these turrets? (I don't want them turning a full 360 degrees and shooting inside the ship, that would be stupid)
E- Another issue is how will I be able to visibly "rotate" the turret guns to where the player is pointing the Crossair?
F- Of course, I'll also need to disable the item menu of the players while they are inside the turrets.

Bonus
G- Armor plating, if the vehicle takes a specific amount of damage that is equal or less than the armor value, negate the damage (could be useful in everything, example-> ArmorPlatevalue = 40;   ...    Vehicle is hit by a pistol/gun, damage insufficient, damage is ignored and not deducted from the current Health)

I have a good idea of how I might pull this off, being that I could create remote Mount Points that take the player to the Turret Point (knocks down problem B and C), then that leaves me with D, E and F.

For E, I was thinking of making the turret a Pick-up weapon that can only be used in the turret spot, but then that would be too much hassle, and would leave a hole in the ship when no one's operating that turret slot, and on top of that it would leave a floating, sitting blocko dude if a player without a turret gun would mount that turret slot. This would look very awkward in too many ways.

For F, I'd think some magical script of some kind would do.

The rest is modeling, particle data, changing a value here and there, etc. etc.

For now I'd like to try making something simple, a Jeep with a minigun/gun/weapon in the second seat, so anyone sitting in the seat could shoot away at whatever. The gun must always be present even when no one's using it (like the Warplane). The gun must point wherever you look (unlike the war plane). Or if someone else prefers, they could make the jeep themselves and post it for anyone to base off of.

If we can make this happen, this simple simple thing, it could lead to allot of cool stuff in the future, like stationary turrets (flak artillery, missile batteries) and bombers with machine gun turrets.

Feel free to throw ideas around, also I suck at scripting from scratch (lack of C++/Python/ability to understand what the forget) so if you can, attach '//Comments'  explaining important values/things if you contribute anything.
Code: [Select]
Example-> code: somethingsomething = 3;  //Change this value to change the explosion scale
Here's the Warplane .cs file, notice that it is the StuntPlane with a gun (gun.cs) attached to the propeller Node.
Now you want a GIANT loving FLYING THING WITH LAZORS AND PPCS AND ARTILLERY CANNONS AND BLASTERS AND stuff?? Discuss.

128
Gallery / Experimental weapons
« on: August 31, 2007, 01:08:54 AM »
These are some of the weapons I've been working on for a while. They are still experimental, and far from finished. Current problems are that I have 0% C++ experience, 0% Torque scripting know-how, and am basically limited to playing with the datablocks only. Also Milkshape stopped working, why won't it work!!

To start things off, the Flak Cannon was made on request. A dangerous weapon that shoots 5 rounds that detonate in mid flight, effective against airplanes, but also against ground units... a bit too effective against ground units wherein the problem lies. Also there is no model for it.




Next up, the Lasher. A laser that launchers a slow ball of nastyness that obliterates pretty much anything it hits. Problems is, I still haven't worked much on the effects, and it is not blocko at all since it is an exact replica of the Planetside Lasher.




And another Planetside weapon, the Mini-chaingun. This was made way back in the beginning of March, and continues to be one of my favs. This weapon is a minigun on steroids, it fires extremely fast, and those bullets are extremely fast. It mows down zombies quite well. Problem is, the barrel won't stop spinning!




Finally, my current doomsday prototype, the Voidcaller (this stuffs seriously dark). A protable black hole generator that fires a slow cloud of antimatter particles that detonate midflight into a pitch black void that sucks everything into oblivion. Problem is, no model for it, and I haven't gotten around the Constant Pull problem (pulls once... and that's it, it's not a constant pull towards it know what I mean?)






And that's all. Next up I'm going to play around with vehicles maybe.

129
Drama / QUIT USING MY WEAPONS ON PUBLIC SERVERS YOU PANDANUTS!
« on: August 30, 2007, 12:04:16 AM »
Or at least quit complaining about how some guy used it on you and lagged you veeery slightly, or killed you unfairly in a DM, or blew away your house because you decided to Full-trust him and talk you into doing a DM with him while building. THEY ARE DOOMSDAY WEAPONS, THEY MAKE PRETTY EXPLOSIONS! THEY LAG YOU FOR SOME REASON, SO DON'T pandaING CHECK THEM BEFORE STARTING A SERVER IF YOU DON'T LIKE IT YOU PIECES OF ice cream!!

Only aimed at 'certain' individuals, I know who you are and that's all that counts. You're off my pandaing Christmas list.

130
Suggestions & Requests / Chainsaw launcher
« on: August 02, 2007, 11:04:00 AM »
Something like this.

131
Modification Help / Weapon animation, once again
« on: July 30, 2007, 07:16:42 PM »
I need help animating a weapon, it's animation is currently named Ambient and I'm using milkshape.

The weapon, though, is continuously spinning even when it's not in use. How do I get it to spin only when it's firing?

132
Suggestions & Requests / Mechs
« on: July 30, 2007, 07:10:18 PM »
This is way out there, but a new vehicle type being bipedal robots you can drive around in.

This would require the following:

- Walking animations and motionless turning animation
- Particle effects coming from the Feet node (when it stomps on the ground, poofs of dust and possibly small tremors occur)
- bobbing effect for the rider

That's pretty much it actually, dealing with weaponry would come afterwards. It would just be a very heavily armored, slow walking mech.

133
Gallery / Mech Warrior Chicken thing
« on: July 17, 2007, 10:21:03 PM »
It's a Mech Warrior... chicken... thing. It took me a couple hours to build.







Feel free to rate.

134
Modification Help / Constant RadiusImpulse force
« on: July 16, 2007, 04:53:13 PM »
I had another idea to create a Forcefield gun that creates Forcefields that constantly pushes anyone who tries to get into the area of effect out of it. Is there a way to prolongate the effects of impulseForce?

Code: [Select]
   impulseRadius = 5;
   impulseForce = 1000;

This is from the ExplosionData datablock.

I thought of using something like the Wii Remote's function but I don't think that would work out quite right.

135
Modification Help / Explosion damage over time
« on: July 13, 2007, 03:58:21 PM »
Does anyone know what the code command to prolongate an explosions damage / impulse radius is?

I tried these

Code: [Select]
   damageRadius = 100;
   radiusDamage = 200;
   radiusDamageLifetime = 1000;

   impulseRadius = 200;
   impulseForce = -1000000;
   impulseLifeTime = 1000;

And it didn't work.

Pages: 1 ... 4 5 6 7 8 [9] 10