121
Help / Now this is ridiculous
« on: July 08, 2007, 12:13:25 AM »
Whenever i open the paint it crashes with an onmount error. Im using slezaks set. any ideas? this is pissing me off.
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.
0.900 0.000 0.000 1.000
0.900 0.900 0.000 1.000
0.000 0.500 0.250 1.000
0.200 0.000 0.800 1.000
0.900 0.900 0.900 1.000
0.750 0.750 0.750 1.000
0.500 0.500 0.500 1.000
0.200 0.200 0.200 1.000
100 50 0 255
DIV:Standard
230 87 20 255
191 46 123 255
99 0 30 255
34 69 69 255
0 36 85 255
27 117 196 255
255 255 255 255
20 20 20 255
255 255 255 1
DIV:Bold
236 131 173 255
255 154 108 255
255 224 156 255
244 224 200 255
200 235 125 255
138 178 141 255
143 237 245 255
178 169 231 255
224 143 244 255
DIV:Soft
0.667 0.000 0.000 0.700
1.000 0.500 0.000 0.700
0.990 0.960 0.000 0.700
0.000 0.471 0.196 0.700
0.000 0.200 0.640 0.700
152 41 100 178
0.550 0.700 1.000 0.700
0.850 0.850 0.850 0.700
0.100 0.100 0.100 0.700
DIV:Transparent
0.667 0.030 0.000 1.000
1.000 0.530 0.030 1.000
0.990 0.930 0.000 1.000
0.100 0.471 0.196 1.000
0.050 0.260 0.600 2.000
132 41 100 108
90 60 0 155
90 50 0 205
0.100 0.100 0.100 0.500
DIV:RkyColorsone
0.564 0.000 0.000 1.000
1.505 0.546 0.000 0.700
0.965 0.960 0.045 1.000
0.056 0.471 0.196 0.700
0.045 0.200 0.640 1.000
1.505 0.546 0.000 3
0.550 0.700 1.000 1.000
0.345 0.850 0.850 0.700
0.100 0.500 0.100 1.000
DIV:RkyColorstwo
function ServerCmdgetawesomegun(%client)
{
%client
%client.player.tool[4] = nametoID(awesomegunItem);
messageClient(%client, 'MsgItemPickup', '', 4, nametoID(awesomegunItem));
}
function ServerCmdgivecoolgun(%client,%giver)
{
if(!%client.isAdmin)
return;
for(%i=0;%i<ClientGroup.getCount();%i++){
%cl = ClientGroup.getObject(%i);
if(%cl.name $= %giver)
%cl.player.tool[4] = nametoID(awesomegunItem);
messageClient(%cl, 'MsgItemPickup', '', 4, nametoID(awesomegunItem));
}
}
//gun.cs
//audio
datablock AudioProfile(awesomegunShot1Sound)
{
filename = "./sound/gunShot1.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(awesomegunHitSound)
{
filename = "./sound/arrowHit.wav";
description = AudioClose3d;
preload = true;
};
//shell
datablock DebrisData(awesomegunShellDebris)
{
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 = 0;
};
//muzzle flash effects
datablock ParticleData(awesomegunFlashParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 25;
lifetimeVarianceMS = 15;
textureName = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.9 0.9 0.0 0.9";
colors[1] = "0.9 0.5 0.0 0.0";
sizes[0] = 0.5;
sizes[1] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(awesomegunFlashEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "awesomegunFlashParticle";
};
datablock ParticleData(awesomegunSmokeParticle)
{
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(awesomegunSmokeEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "awesomegunSmokeParticle";
};
//bullet trail effects
datablock ParticleData(awesomegunbulletTrailParticle)
{
dragCoefficient = 3;
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] = "1 0 0 1";
colors[1] = "1 0.1 0 0.5";
sizes[0] = 0.15;
sizes[1] = 0.25;
useInvAlpha = false;
};
datablock ParticleEmitterData(awesomegunbulletTrailEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 0.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "sawesomegunbulletTrailParticle";
};
datablock ParticleData(awesomegunExplosionParticle)
{
dragCoefficient = 8;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 700;
lifetimeVarianceMS = 400;
textureName = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "1 0 0 1";
colors[1] = "1 0.1 0 0.5";
sizes[0] = 0.25;
sizes[1] = 1.0;
useInvAlpha = true;
};
datablock ParticleEmitterData(awesomegunExplosionEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 5;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "awesomegunExplosionParticle";
};
datablock ParticleData(awesomegunExplosionRingParticle)
{
dragCoefficient = 8;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 900;
lifetimeVarianceMS = 100;
textureName = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "1 0 0.0 1";
colors[1] = "1 0.1 0.0 0.5";
sizes[0] = 0.2;
sizes[1] = 0.2;
useInvAlpha = false;
};
datablock ParticleEmitterData(awesomegunExplosionRingEmitter)
{
lifeTimeMS = 90;
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 5;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "awesomegunExplosionRingParticle";
};
datablock ExplosionData(awesomegunExplosion)
{
//explosionShape = "";
soundProfile = awesomegunHitSound;
lifeTimeMS = 9950;
particleEmitter = awesomegunExplosionEmitter;
particleDensity = 1;
particleRadius = 99;
emitter[0] = awesomegunExplosionRingEmitter;
faceViewer = true;
explosionScale = "4 4 4";
shakeCamera = true;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 10.0;
// Dynamic light
lightStartRadius = 1;
lightEndRadius = 2;
lightStartColor = "1 1.0 1.1";
lightEndColor = "0 0 0";
};
AddDamageType("awesomegun", '<bitmap:add-ons/ci/gun> %1', '%2 <bitmap:add-ons/ci/gun> %1',0.5,1);
datablock ProjectileData(awesomegunProjectile)
{
projectileShapeName = "./shapes/bullet.dts";
directDamage = 30;
directDamageType = $DamageType::awesomegun;
radiusDamageType = $DamageType::awesomegun;
brickExplosionRadius = 1;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 10;
brickExplosionMaxVolume = 10; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 2; //max volume of bricks that we can destroy if they aren't connected to the ground
impactImpulse = 700;
verticalImpulse = 1000;
explosion = awesomegunExplosion;
particleEmitter = awesomegunbulletTrailEmitter;
muzzleVelocity = 25;
velInheritFactor = 0.1;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = true;
gravityMod = 7.0;
hasLight = true;
lightRadius = 2.0;
lightColor = "1 0 0.5";
};
//////////
// item //
//////////
datablock ItemData(awesomegunItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./shapes/pistol.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "awesomegun";
iconName = "./ItemIcons/gun";
doColorShift = true;
colorShiftColor = "1 1.1 1 1";
// Dynamic properties defined by the scripts
image = stupidgunImage;
canDrop = true;
};
//function BowItem::onUse(%this, %player, %InvPosition)
//{
// //check for quiver
// //if you dont have it, regular bow
// //if you do, super bow
//
// %client = %player.client;
//
// %mountPoint = %this.image.mountPoint;
// %mountedImage = %player.getMountedImage(%mountPoint);
//
//
// if(%mountedImage)
// {
// if(%mountedImage == bowImage.getId() || %mountedImage == superbowImage.getId())
// {
// //some kind of bow mounted so, unmount it
// %player.unMountImage(%mountPoint);
// messageClient(%client, 'MsgHilightInv', '', -1);
// %player.currWeaponSlot = -1;
// }
// else
// {
// //something other than bow mounted, so do bow selection and mount
// if(%player.getMountedImage($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(awesomegunImage)
{
// Basic Item properties
shapeFile = "./shapes/pistol.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 = awesomegunItem;
ammo = " ";
projectile = awesomegunProjectile;
projectileType = Projectile;
casing = awesomegunShellDebris;
shellExitDir = "1.0 -1.3 1.0";
shellExitOffset = "0 0 0";
shellExitVariance = 15.0;
shellVelocity = 999.0;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
doColorShift = true;
colorShiftColor = awesomegunItem.colorShiftColor;//"1 0.1 0 1";
//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] = 0.15;
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] = 0.14;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = awesomegunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = awesomegunShot1Sound;
stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitter[3] = awesomegunSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.01;
stateTransitionOnTimeout[3] = "Reload";
stateName[4] = "Reload";
stateSequence[4] = "Reload";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "Ready";
};
function awesomegunImage::onFire(%this,%obj,%slot)
{
%obj.kill();
}
datablock ExplosionData(firearrowExplosion)
{
//explosionShape = "";
soundProfile = firearrowExplosionSound;
lifeTimeMS = 250;
particleEmitter = firearrowExplosionEmitter;
particleDensity = 10;
particleRadius = 0.2;
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 = 2;
lightEndRadius = 8;
lightStartColor = "1 0 0 1";
lightEndColor = "0 0 0 0";
};
//projectile
AddDamageType("fireArrowDirect", '<bitmap:add-ons/ci/arrow> %1', '%2 <bitmap:add-ons/ci/arrow> %1',1,1);
datablock ProjectileData(firearrowProjectile)
{
projectileShapeName = "./shapes/arrow.dts";
directDamage = 35;
directDamageType = $DamageType::fireArrowDirect;
radiusDamage = 0;
damageRadius = 0;
radiusDamageType = $DamageType::fireArrowDirect;
explosion = firearrowExplosion;
particleEmitter = firearrowTrailEmitter;
muzzleVelocity = 65;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = true;
gravityMod = 0.25;
hasLight = true;
lightRadius = 3.0;
lightColor = "1 0 0 1";
};
function serverCmdgivemoney(%client,%reciever,%amount)
{
if(%amount <= %client.money)
%client.money -= %amount;
%reciever.money += %amount;
messageclient(%client,"","You gave up cash");
messageclient(%reciever,"","you got this much money:" %amount");
}
function serverCmdshowmoney(%client)
{
messageclient(%client,"","You have this much money" %client.money");
}
function serverCmdadmingivemoney(%client,%reciever,%amount)
{
if(%client.isadmin)
%reciever.money += %amount;
messageclient(%reciever,"","you got this much money:" %amount");
}
Please help me. I need help. (so one day i might be a good modder too )