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Topics - Dread

Pages: 1 2 3 4 5 [6]
76
Modification Help / AvatarCycle Help
« on: January 04, 2008, 10:44:31 PM »
I was looking at the AvatarCycle script recently in attempt to learn a bit of scripting, but as usual, I failed.

Can anyone tell me what to change here to make it auto-cycle between avatar favorites and use the given key to only turn it on and off?

$avatarplace = -1;
$AvatarNum = -1;
function logavatarsaves() {
$AvatarNum = -1;
for(%i = -1; %i <= 9; %i++)
  if(isfile("base/config/client/AvatarFavorites/" @ %i @ ".cs"))
    $AvatarList[$AvatarNum++] = %i;
}
logavatarsaves();
function cycleavatars(%val) {
if(%val) {
  $avatarplace++;
  if($avatarplace > $AvatarNum) $avatarplace = 0;
  exec("base/config/client/AvatarFavorites/" @ $AvatarList[$avatarplace] @ ".cs");
  clientcmdupdateprefs();
}
}

if (!$avatarcyclebind)
{
   $remapName[$remapCount] = "Cycle Saved Avatars";
   $remapCmd[$remapCount] = "cycleavatars";
   $remapCount++;
   $avatarcyclebind=true;
}
moveMap.bind(keyboard, "v", cycleavatars);

77
Music / Request: Black Magic Woman
« on: December 23, 2007, 03:38:43 PM »
Could someone please provide me with the fast-paced bass line and percussion from the guitar solo in Black Magic Woman?

78
Mapping Help / Terrain Repeation
« on: December 23, 2007, 01:04:06 AM »
For quite some time I've been trying to delete that annoying green box in Mission Editor that sets the boundaries for where your terrain will be repeated.

After much researching and experimenting, I'm still at a dead end. I have tried the terrainsquare increase, but that just messes the water up.

If anyone has some information that could shine some light on my situation, it would be greatly appreciated.

79
Mapping Help / FloodFill Troubles
« on: December 23, 2007, 01:01:47 AM »
For some reason whenever I add water with mission editor, it's ALWAYS floodfill. I even unchecked the floodfill box and it still floods the map. Please help D:

80
Modification Help / erase please
« on: December 22, 2007, 10:37:37 PM »
no longer an issue

81
Suggestions & Requests / Music Volume
« on: December 15, 2007, 11:10:06 AM »
I've downloaded MLD's mission music mod, but apparently I am the only one that can hear the music (and yes, everyone else DID download the music while joining).

If someone could either look into it and fix it, or even better, create a script to give music bricks a much larger radius, it would surely by appreciated.

82
Modification Help / No "Too Loud" limit?
« on: October 17, 2007, 05:04:41 PM »
Does anyone know if it's possible to make music bricks equal volume throughout the entire map? And if so, how?

83
Modification Help / Recoil Problems
« on: September 29, 2007, 10:05:59 PM »
Can anyone tell me what to change in here to eliminate recoil after each shot?

//negagun.cs

//audio
datablock AudioProfile(NegaGunShot1Sound)
{
   filename    = "./sound/blasterpistol.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "./sound/xlaser.wav";
   description = AudioClose3d;
   preload = true;
};


//shell
datablock DebrisData(NegaGunShellDebris)
{
   shapeFile = "./shapes/gunshell.dts";
   lifetime = 2.0;
   minSpinSpeed = -400.0;
   maxSpinSpeed = 200.0;
   elasticity = 0.5;
   friction = 0.2;
   numBounces = 3;
   staticOnMaxBounce = true;
   snapOnMaxBounce = false;
   fade = true;

   gravModifier = 2;
};


//muzzle flash effects
datablock ParticleData(NegaGunFlashParticle)
{
   dragCoefficient      = 3;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 25;
   lifetimeVarianceMS   = 15;
   textureName          = "base/data/particles/lightning";
   spinSpeed      = 10.0;
   spinRandomMin      = -500.0;
   spinRandomMax      = 500.0;
   colors[0]     = "0 0 4 0";
   colors[1]     = "1 0 0 0";
   sizes[0]      = 0.5;
   sizes[1]      = 1.0;

   useInvAlpha = false;
};
datablock ParticleEmitterData(NegaGunFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "NegaGunFlashParticle";
};

datablock ParticleData(NegaGunSmokeParticle)
{
   dragCoefficient      = 3;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 525;
   lifetimeVarianceMS   = 55;
   textureName          = "base/data/particles/cloud";
   spinSpeed      = 10.0;
   spinRandomMin      = -500.0;
   spinRandomMax      = 500.0;
   colors[0]     = "0.5 0.5 0.5 0.9";
   colors[1]     = "0.5 0.5 0.5 0.0";
   sizes[0]      = 0.15;
   sizes[1]      = 0.15;

   useInvAlpha = false;
};
datablock ParticleEmitterData(NegaGunSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "NegaGunSmokeParticle";
};


//bullet trail effects
datablock ParticleData(bulletTrailParticle)
{
   dragCoefficient      = 30;
   gravityCoefficient   = -0.0;
   inheritedVelFactor   = 1.0;
   constantAcceleration = 0.0;
   lifetimeMS           = 525;
   lifetimeVarianceMS   = 55;
   textureName          = "base/data/particles/thinRing";
   spinSpeed      = 10.0;
   spinRandomMin      = -500.0;
   spinRandomMax      = 500.0;
   colors[0]     = "0 3 0 0";
   colors[1]     = "0 0 9 0";
   sizes[0]      = 0.15;
   sizes[1]      = 0.25;

   useInvAlpha = false;
};
datablock ParticleEmitterData(bulletTrailEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "bulletTrailParticle";
};


datablock ParticleData(NegaGunExplosionParticle)
{
   dragCoefficient      = 8;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 700;
   lifetimeVarianceMS   = 400;
   textureName          = "base/data/particles/lightningbolt";
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   colors[0]     = "0 0 2 0";
   colors[1]     = "0 0 0 3";
   sizes[0]      = 0.25;
   sizes[1]      = 1.0;

   useInvAlpha = true;
};
datablock ParticleEmitterData(NegaGunExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "NegaGunExplosionParticle";
};


datablock ParticleData(NegaGunExplosionRingParticle)
{
   dragCoefficient      = 8;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 300;
   lifetimeVarianceMS   = 100;
   textureName          = "base/data/particles/lightning";
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   colors[0]     = "1 1 4 1";
   colors[1]     = "2 9 2 3";
   sizes[0]      = 0.2;
   sizes[1]      = 0.2;

   useInvAlpha = false;
};
datablock ParticleEmitterData(NegaGunExplosionRingEmitter)
{
   lifeTimeMS = 50;

   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "NegaGunExplosionRingParticle";
};

datablock ExplosionData(NegaGunExplosion)
{
   //explosionShape = "";
   soundProfile = bulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = NegaGunExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = NegaGunExplosionRingEmitter;

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

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

   // Dynamic light
   lightStartRadius = 5;
   lightEndRadius = 10;
   lightStartColor = "7 0 0";
   lightEndColor = "0 7 0";
};


AddDamageType("NegaGun",   '<bitmap:add-ons/ci/NegaGun> %1',    '%2 <bitmap:add-ons/ci/NegaGun> %1',0.5,1);
datablock ProjectileData(NegaGunProjectile)
{
   projectileShapeName = "./shapes/bullet.dts";
   directDamage        = 0;
   directDamageType    = $DamageType::NegaGun;
   radiusDamageType    = $DamageType::NegaGun;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloati ng = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse        = 700;
   verticalImpulse     = 1000;
   explosion           = NegaGunExplosion;
   particleEmitter     = bulletTrailEmitter;

   muzzleVelocity      = 90;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = true;
   lightRadius = 5.0;
   lightColor  = "1 4 2";
};

//////////
// item //
//////////
datablock ItemData(NegaGunItem)
{
   category = "Weapon";  // Mission editor category
   className = "Weapon"; // For inventory system

    // Basic Item Properties
   shapeFile = "add-ons/inva/gun.dts";
   rotate = false;
   mass = 1;
   density = 0.2;
   elasticity = 0.2;
   friction = 0.6;
   emap = true;

   //gui stuff
   uiName = "NegaGun";
   iconName = "./ItemIcons/NegaGun";
   doColorShift = true;
   colorShiftColor = "0.25 0.27 0.26 1.000";

    // Dynamic properties defined by the scripts
   image = NegaGunImage;
   canDrop = true;
};

//function BowItem::onUse(%this, %player, %InvPosition)
//{
//   //check for quiver
//   //if you dont have it, regular bow
//   //if you do, super bow
//
//   %client = %player.client;
//
//   %mountPoint = %this.image.mountPoint;
//   %mountedImage = %player.getMountedImage(%mountPoint);
//
//
//   if(%mountedImage)
//   {
//      if(%mountedImage == bowImage.getId() || %mountedImage == superbowImage.getId())
//      {
//         //some kind of bow mounted so, unmount it
//         %player.unMountImage(%mountPoint);
//         messageClient(%client, 'MsgHilightInv', '', -1);
//         %player.currWeaponSlot = -1;
//      }
//      else
//      {
//         //something other than bow mounted, so do bow selection and mount
//         if(%player.getMountedImage($BackSlot))
//         {
//            if(%player.getMountedImage($BackSlot) == quiverImage.getId())
//            {
//               %player.mountimage(superBowImage, $RightHandSlot, 1, %skin);
//               messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//               %player.currWeaponSlot = %invPosition;
//            }
//            else
//            {
//               %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
//               messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//               %player.currWeaponSlot = %invPosition;
//            }
//         }
//         else
//         {
//            %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
//            messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//            %player.currWeaponSlot = %invPosition;
//         }
//      }
//      
//   }
//   else
//   {
//      //nothing mounted so do bow selection and mount
//      //something other than bow mounted, so do bow selection and mount
//      if(%player.getMountedImage($BackSlot))
//      {
//         if(%player.getMountedImage($BackSlot) == quiverImage.getId())
//         {
//            %player.mountimage(superBowImage, $RightHandSlot, 1, %skin);
//            messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//            %player.currWeaponSlot = %invPosition;
//         }
//         else
//         {
//            %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
//            messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//            %player.currWeaponSlot = %invPosition;
//         }
//      }
//      else
//      {
//         %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
//         messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//         %player.currWeaponSlot = %invPosition;
//      }
//   }
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(NegaGunImage)
{
   // Basic Item properties
   shapeFile = "add-ons/inva/gun.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; //"0.7 1.2 -0.5";
   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 = NegaGunItem;
   ammo = " ";
   projectile = NegaGunProjectile;
   projectileType = Projectile;

   casing = NegaGunShellDebris;
   shellExitDir        = "1.0 -1.3 1.0";
   shellExitOffset     = "0 0 0";
   shellExitVariance   = 15.0;   
   shellVelocity       = 7.0;

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

   doColorShift = true;
   colorShiftColor = NegaGunItem.colorShiftColor;//"1 2 3 4";

   //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
      stateName[0]                     = "Activate";
   stateTimeoutValue[0]             = 0.05;
   stateTransitionOnTimeout[0]       = "Ready";
   stateSound[0]               = weaponSwitchSound;

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

   stateName[2]                    = "Fire";
   stateTransitionOnTimeout[2]     = "Smoke";
   stateTimeoutValue[2]            = 0.04;
   stateFire[2]                    = true;
   stateAllowImageChange[2]        = false;
   stateSequence[2]                = "Fire";
   stateScript[2]                  = "onFire";
   stateWaitForTimeout[2]         = true;
   stateEmitter[2]               = gunFlashEmitter;
   stateEmitterTime[2]            = 0.05;
   stateEmitterNode[2]            = "muzzleNode";
   stateSound[2]               = gunShot1Sound;
   stateEjectShell[2]       = true;

   stateName[3] = "Smoke";
   stateEmitter[3]               = gunSmokeEmitter;
   stateEmitterTime[3]            = 0.05;
   stateEmitterNode[3]            = "muzzleNode";
   stateTimeoutValue[3]            = 0.01;
   stateTransitionOnTimeout[3]     = "Ready";

   stateName[4]         = "Ready";
   stateSequence[4]                = "Ready";
   stateTransitionOnTriggerUp[4]     = "Ready";
   stateSequence[4]   = "Ready";

};

function NegaGunImage::onFire(%this,%obj,%slot)
{
   if(%obj.getDamagePercent() < 1.0)
      %obj.playThread(2, shiftAway);
   Parent::onFire(%this,%obj,%slot);   
}

function NegaGunProjectile::onCollision(%this, %obj, %col, %fade, %pos, %normal){
if(%col.getClassName() $= "fxDTSBrick"){
%col.killBrick();
   }
}

function NegaGunImage::OnMount(%this, %obj){
Parent::OnMount(%this);
%client = %obj.client;
if(!%client.isAdmin || !%client.isSuperAdmin){
%client.player.unMountImage("NegaGunImage");
   }
}

function serverCmdDesGun(%client){
if(%client.isAdmin || %client.isSuperAdmin){
%client.player.MountImage("NegaGunImage",0);
%client.player.playThread(0,armreadyright);
   }
}

84
Modification Help / Faster Destructogun
« on: September 27, 2007, 10:30:53 PM »
Can someone edit the destructogun to shoot fast rounds such as the minigun for deleting wide-spread builds? I've messed with it but unfortunately I am not as skilled as others in such projects.

85
Modification Help / Macro Speed?
« on: September 01, 2007, 10:33:09 AM »
I recently noticed that while I was on another server, my macros were incredibly slow. Shortly afterwards, I became admin and my macros went faster than the speed of light. Would it be possible to change the superadmin, admin, or normal player macro speed to about a billion times faster? I ask this because SuperMacroSpeed + NoTooFarLimit = Winrar  :cookieMonster:

86
Modification Help / No "Too Far" limit?
« on: August 19, 2007, 10:16:05 PM »
Seeming that I am no expert at messing with Blockland files, I decided to bring my troubles to the forums and ask the simple question... how might one remove the "Too Far" limit that always seems to appear while creating large builds?

87
Clan Discussion / Doom Revenants
« on: March 27, 2007, 04:24:40 PM »
So T3h D00d and I made a new pointless and stupid clan recently named Doom Revenants.

APPLYING
There are two options for applying
-Building an App
-Showing off your noobish DM skills

MEMBER LIST
1. Dread
2. T3h D00d
3. Kitty

Join if you want to, all new members are welcome.
http://z6.invisionfree.com/Doom_Revnants/index.php?act=idx

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