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Topics - Azerath

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76
Add-Ons / Monster Jeep
« on: April 12, 2009, 06:32:03 PM »
The Monster Jeep.

Yes, it is quite the rip off. I give Badspot (Eric Hartman) major credit for making the original Jeep. Pure, perfect, and awesome. I decided to bring it up a notch.
This is an elongated Jeep body with gigantic tires, obviously. It's a monster truck made from the jeep. Simple as that.

Download.

77
Modification Help / Making a Turret: Turret Doesn't Show Up
« on: April 12, 2009, 02:34:04 PM »
When I'm testing my turret out so far, it gives me this ooonnneee little error:
Code: [Select]
Add-Ons/Vehicle_WMJ/WarMonster_Turret.cs (0): preload failed for WarMonsterTurretDts: Missing sequence .WMT_root.dsq wrench for Add-Ons/Vehicle_WMJ/WarMonsterTurret.dts.Even though I have it in the script.
Code: [Select]
sequence35 = ".WMT_root.dsq wrench";What am I doing wrong?[/s]
Solved. Now it the turret will not appear on the vehicle.

Code: [Select]
datablock TSShapeConstructor(WarMonsterJeepTurretDts)
{
baseShape  = "./WarMonsterTurret.dts";
sequence0  = "./WMT_root.dsq root";

sequence1  = "./WMT_root.dsq run";
sequence2  = "./WMT_root.dsq walk";
sequence3  = "./WMT_root.dsq back";
sequence4  = "./WMT_root.dsq side";

sequence5  = "./WMT_root.dsq crouch";
sequence6  = "./WMT_root.dsq crouchRun";
sequence7  = "./WMT_root.dsq crouchBack";
sequence8  = "./WMT_root.dsq crouchSide";

sequence9  = "./WMT_look.dsq look";
sequence10 = "./WMT_root.dsq headside";
sequence11 = "./WMT_root.dsq headUp";

sequence12 = "./WMT_root.dsq jump";
sequence13 = "./WMT_root.dsq standjump";
sequence14 = "./WMT_root.dsq fall";
sequence15 = "./WMT_root.dsq land";

sequence16 = "./WMT_root.dsq armAttack";
sequence17 = "./WMT_root.dsq armReadyLeft";
sequence18 = "./WMT_root.dsq armReadyRight";
sequence19 = "./WMT_root.dsq armReadyBoth";
sequence20 = "./WMT_root.dsq spearready"; 
sequence21 = "./WMT_root.dsq spearThrow";

sequence22 = "./WMT_root.dsq talk"; 

sequence23 = "./WMT_root.dsq death1";

sequence24 = "./WMT_root.dsq shiftUp";
sequence25 = "./WMT_root.dsq shiftDown";
sequence26 = "./WMT_root.dsq shiftAway";
sequence27 = "./WMT_root.dsq shiftTo";
sequence28 = "./WMT_root.dsq shiftLeft";
sequence29 = "./WMT_root.dsq shiftRight";
sequence30 = "./WMT_root.dsq rotCW";
sequence31 = "./WMT_root.dsq rotCCW";

sequence32 = "./WMT_root.dsq undo";
sequence33 = "./WMT_root.dsq plant";

sequence34 = "./WMT_root.dsq sit";

sequence35 = "./WMT_root.dsq wrench";
};   

datablock AudioProfile(WarMonsterJeepShotSound)
{
   filename    = "./shot.wav";
   description = AudioDefault3d;
   preload = true;
};

datablock PlayerData(WarMonsterJeepTurretPlayer)
{
   renderFirstPerson = true;
   emap = false;
   
   className = Armor;
   shapeFile = "./WarMonsterTurret.dts";
   cameraMaxDist = 8;
   cameraTilt = 0.261;
   cameraVerticalOffset = 2.3;
   computeCRC = false;
 
   canObserve = true;
   cmdCategory = "Clients";

   cameraDefaultFov = 90.0;
   cameraMinFov = 5.0;
   cameraMaxFov = 120.0;
   
   //debrisShapeName = "~/data/player/debris_player.dts";
   //debris = horseDebris;

   aiAvoidThis = true;

   minLookAngle = -1.5708;
   maxLookAngle = 1.5708;
   maxFreelookAngle = 3.0;

   mass = 90;
   drag = 0.1;
   maxdrag = 0.52;
   density = 0.7;
   maxDamage = 250;
   maxEnergy =  10;
   repairRate = 0.33;
   energyPerDamagePoint = 75.0;

   rechargeRate = 0.4;

   runForce = 28 * 90;
   runEnergyDrain = 0;
   minRunEnergy = 0;
   maxForwardSpeed = 12;
   maxBackwardSpeed = 6;
   maxSideSpeed = 1;

   maxForwardCrouchSpeed = 12;
   maxBackwardCrouchSpeed = 6;
   maxSideCrouchSpeed = 1;

   maxForwardProneSpeed = 0;
   maxBackwardProneSpeed = 0;
   maxSideProneSpeed = 0;

   maxForwardWalkSpeed = 0;
   maxBackwardWalkSpeed = 0;
   maxSideWalkSpeed = 0;

   maxUnderwaterForwardSpeed = 8.4;
   maxUnderwaterBackwardSpeed = 7.8;
   maxUnderwaterSideSpeed = 7.8;

   jumpForce = 17 * 90; //8.3 * 90;
   jumpEnergyDrain = 0;
   minJumpEnergy = 0;
   jumpDelay = 0;

   minJetEnergy = 0;
jetEnergyDrain = 0;
canJet = 0;

   recoverDelay = 0;
   recoverRunForceScale = 1.2;

   minImpactSpeed = 250;
   speedDamageScale = 3.8;

   boundingBox = vectorScale("2.5 2.5 1.7", 4);
   crouchBoundingBox = vectorScale("2.5 2.5 1.7", 4);
   proneBoundingBox = vectorScale("2.5 2.5 1.7", 4);

   pickupRadius = 0.75;
   
   // Damage location details
   boxNormalHeadPercentage       = 0.83;
   boxNormalTorsoPercentage      = 0.49;
   boxHeadLeftPercentage         = 0;
   boxHeadRightPercentage        = 1;
   boxHeadBackPercentage         = 0;
   boxHeadFrontPercentage        = 1;

   // Foot Prints
   //decalData   = HorseFootprint;
   //decalOffset = 0.25;

   jetEmitter = playerJetEmitter;
   jetGroundEmitter = playerJetGroundEmitter;
   jetGroundDistance = 4;
 
   //footPuffEmitter = LightPuffEmitter;
   footPuffNumParts = 10;
   footPuffRadius = 0.25;

   //dustEmitter = LiftoffDustEmitter;

   splash = PlayerSplash;
   splashVelocity = 4.0;
   splashAngle = 67.0;
   splashFreqMod = 300.0;
   splashVelEpsilon = 0.60;
   bubbleEmitTime = 0.1;
   splashEmitter[0] = PlayerFoamDropletsEmitter;
   splashEmitter[1] = PlayerFoamEmitter;
   splashEmitter[2] = PlayerBubbleEmitter;
   mediumSplashSoundVelocity = 10.0;   
   hardSplashSoundVelocity = 20.0;   
   exitSplashSoundVelocity = 5.0;

   // Controls over slope of runnable/jumpable surfaces
   runSurfaceAngle  = 85;
   jumpSurfaceAngle = 86;

   minJumpSpeed = 20;
   maxJumpSpeed = 30;

   horizMaxSpeed = 68;
   horizResistSpeed = 33;
   horizResistFactor = 0.35;

   upMaxSpeed = 80;
   upResistSpeed = 25;
   upResistFactor = 0.3;
   
   footstepSplashHeight = 0.35;

   //NOTE:  some sounds commented out until wav's are available

   JumpSound = HorseJumpSound;

   // Footstep Sounds
   //FootSoftSound        = HorseFootFallSound;
   //FootHardSound        = HorseFootFallSound;
   //FootMetalSound       = HorseFootFallSound;
   //FootSnowSound        = HorseFootFallSound;
   //FootShallowSound     = HorseFootFallSound;
   //FootWadingSound      = HorseFootFallSound;
   //FootUnderwaterSound  = HorseFootFallSound;
   //FootBubblesSound     = FootLightBubblesSound;
   //movingBubblesSound   = ArmorMoveBubblesSound;
   //waterBreathSound     = WaterBreathMaleSound;

   //impactSoftSound      = ImpactLightSoftSound;
   //impactHardSound      = ImpactLightHardSound;
   //impactMetalSound     = ImpactLightMetalSound;
   //impactSnowSound      = ImpactLightSnowSound;
   
   //impactWaterEasy      = ImpactLightWaterEasySound;
   //impactWaterMedium    = ImpactLightWaterMediumSound;
   //impactWaterHard      = ImpactLightWaterHardSound;
   
   groundImpactMinSpeed    = 10.0;
   groundImpactShakeFreq   = "4.0 4.0 4.0";
   groundImpactShakeAmp    = "1.0 1.0 1.0";
   groundImpactShakeDuration = 0.8;
   groundImpactShakeFalloff = 10.0;
   
   //exitingWater         = ExitingWaterLightSound;
   
   observeParameters = "0.5 4.5 4.5";

   // Inventory Items
maxItems   = 10; //total number of bricks you can carry
maxWeapons = 5; //this will be controlled by mini-game code
maxTools = 5;

//uiName = "WarMonsterJeep Turret";
rideable = true;
   lookUpLimit = 0.6;
   lookDownLimit = 0.4;

canRide = false;
showEnergyBar = false;
paintable = true;

brickImage = horseBrickImage; //the imageData to use for brick deployment

   numMountPoints = 1;
   mountThread[0] = "root";

   //protection for passengers
   protectPassengersBurn   = true;  //protect passengers from the burning effect of explosions?
   protectPassengersRadius = true;  //protect passengers from radius damage (explosions) ?
   protectPassengersDirect = false; //protect passengers from direct damage (bullets) ?
};

datablock ParticleData(WarMonsterJeepSmokeParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -1;
inheritedVelFactor   = 0.6;
constantAcceleration = 0.0;
lifetimeMS           = 850;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.5 0.5 0.5 0.2";
colors[1]     = "0.5 0.5 0.5 0.0";
sizes[0]      = 0.6;
sizes[1]      = 0.8;

useInvAlpha = true;
};

datablock ParticleEmitterData(WarMonsterJeepSmokeEmitter)
{
   ejectionPeriodMS = 10;
   periodVarianceMS = 4;
   ejectionVelocity = 3;
   velocityVariance = 2;
   ejectionOffset   = 0;
   thetaMin         = 0;
   thetaMax         = 50;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "WarMonsterJeepSmokeParticle";

   uiName = "WarMonsterJeep Smoke";
};

datablock ShapeBaseImageData(WarMonsterJeepSmokeImage)
{
shapeFile = "base/data/shapes/empty.dts";
emap = false;

mountPoint = 1;

stateName[0]                  = "Ready";
stateTransitionOnTimeout[0]   = "FireA";
stateTimeoutValue[0]          = 0.01;

stateName[1]                  = "FireA";
stateTransitionOnTimeout[1]   = "FireB";
stateWaitForTimeout[1]        = True;
stateTimeoutValue[1]          = 0.05;
stateEmitter[1]               = vehicleFinalExplosionEmitter3;
stateEmitterTime[1]           = 0.05;

stateName[2]                  = "FireB";
stateTransitionOnTimeout[2]   = "FireC";
stateWaitForTimeout[2]        = True;
stateTimeoutValue[2]          = 0.05;
stateEmitter[2]               = vehicleExplosionEmitter;
stateEmitterTime[2]           = 0.05;

stateName[3]                  = "FireC";
stateTransitionOnTimeout[3]   = "Done";
stateWaitForTimeout[3]        = True;
stateTimeoutValue[3]          = 0.850;
stateEmitter[3]               = WarMonsterJeepSmokeEmitter;
stateEmitterTime[3]           = 0.850;

stateName[4]                  = "Done";
stateScript[4]                = "onDone";
};

function WarMonsterJeepSmokeImage::onDone(%this,%obj,%slot)
{
%obj.unMountImage(%slot);
}

function Player::rigTurret(%obj)
{
   if(%obj.dataBlock !$= WarMonsterJeepTurretPlayer)
   return;

   if(!isObject(%obj))
   return;

   %parent = %obj.getObjectMount();
   if(!isObject(%parent))
   return;

   %obj.spawnBrick = %parent.spawnBrick;
   %obj.brickGroup = %parent.brickGroup;
}

function WarMonsterJeepVehicle::onRemove(%this,%obj)
{
   if(isObject(%obj.turret))
   %obj.turret.delete();
}

function WarMonsterJeepTurretPlayer::onDriverLeave(%this,%obj)
{
   %obj.setTransform("0 0 0 0 0 0 0");
}

package WarMonsterJeepPackage
{
   function Player::burn(%obj,%time)
   {
      if(%obj.dataBlock $= WarMonsterJeepTurretPlayer)
         return;
      else
         Parent::burn(%obj,%time);
   }

   function ShapeBase::setNodeColor(%obj,%node,%color)
   {
      Parent::setnodecolor(%obj,%node,%color);
      if(isObject(%obj.turret))
      {
         %obj.turret.setNodeColor("ALL",%color);
      }
   }

   function WarMonsterJeepVehicle::Damage(%this,%obj,%source,%pos,%amm,%type)
   {
      if((%obj.getDamageLevel()+%amm) >= %this.maxDamage)
      {
         if(%obj.destroyed)
            return;

         %obj.setNodeColor("ALL","0 0 0 1");
         if(isObject(%obj.turret))
         {
            %obj.turret.delete();
            %p = new Projectile()
            {
               dataBlock = WarMonsterJeepTurretExplosionProjectile;
               initialPosition = vectorAdd(%obj.getPosition(),"0 0" SPC %this.initialExplosionOffset);
               initialVelocity = "0 0 1";
               client = %obj.lastDamageClient;
               sourceClient = %obj.lastDamageClient;
            };
            MissionCleanup.add(%p);
         }
         else
         {
            %p = new Projectile()
            {
               dataBlock = WarMonsterJeepExplosionProjectile;
               initialPosition = vectorAdd(%obj.getPosition(),"0 0" SPC %this.initialExplosionOffset);
               initialVelocity = "0 0 1";
               client = %obj.lastDamageClient;
               sourceClient = %obj.lastDamageClient;
            };
            MissionCleanup.add(%p);
         }
         if(%obj.destroyed)
            return;

         %obj.setDamageLevel(%this.maxDamage);
         %obj.destroyed = 1;
         %obj.schedule(%this.burnTime,"finalExplosion");
         if(isObject(%obj.spawnBrick.client.minigame))
            %respawn = %obj.spawnBrick.client.minigame.vehicleReSpawnTime;
         %obj.spawnBrick.schedule(%respawn,"spawnVehicle");
      }
      else
         Parent::Damage(%this,%obj,%source,%pos,%amm,%type);
   }

   function Player::emote(%obj,%emote)
   {
      if(%obj.dataBlock $= WarMonsterJeepTurretPlayer)
      return;
      Parent::emote(%obj,%emote);
   }

   function WarMonsterJeepTurretPlayer::onDamage(%this,%obj,%ammount)
   {
      if(%obj.dataBlock $= WarMonsterJeepTurretPlayer)
         return;
   Parent::onDamage(%this,%obj,%ammount);
   }

   function WarMonsterJeepShellProjectile::onCollision(%this,%obj,%col,%a,%b,%c,%d,%e)
   {
      if(%col.dataBlock.className $= "Glass" && !%col.indestructable)
      {
         %col.explode();
      }
      Parent::onCollision(%this,%obj,%col,%a,%b,%c,%d,%e);
   }

   function WarMonsterJeepTurretPlayer::onDisabled(%this,%obj,%state)
   {
      %p = new Projectile()
      {
         dataBlock = WarMonsterJeepTurretExplosionProjectile;
         initialPosition = vectorAdd(%obj.getObjectMount().getPosition(),"0 0" SPC %obj.getObjectMount().dataBlock.initialExplosionOffset);
         initialVelocity = "0 0 1";
         client = %obj.lastDamageClient;
         sourceClient = %obj.lastDamageClient;
      };
      MissionCleanup.add(%p);
      %obj.schedule(10,"delete");
      %player = %obj.getMountedObject(0);
      if(isObject(%player))
      {
         %obj.getObjectMount().schedule(10,"mountObject",%player,2);
      }
   }

   function WarMonsterJeepTurretPlayer::Damage(%this,%obj,%source,%pos,%amm,%type)
   {
      //scale the damage ammount as if this was a vehicle
      %amm *= $Damage::VehicleDamageScale[%type];

      if(%obj.getDamageLevel()+%amm > %this.maxDamage)
         %obj.setDamageLevel(%this.maxDamage);
      else
         Parent::Damage(%this,%obj,%source,%pos,%amm,%type);
   }

   function armor::onMount(%this,%obj,%col,%slot)
   {
      Parent::onMount(%this,%obj,%col,%slot);
      if(%col.getDataBlock() == WarMonsterJeepVehicle.getId())
      {
         if(%slot $= 2)
         {
            %obj.setLookLimits(1,0);
         }
      }
      else if(%col.getDataBlock() == WarMonsterJeepTurretPlayer.getId())
      {
         %client = %obj.client;
         if(isObject(%client))
            ServerCmdUnUseTool(%client);
      }
   }

   function armor::onTrigger(%this, %obj, %triggerNum, %val)
   {
      %mount = %obj.getObjectMount();
      if(isObject(%mount))
      {
         if(%mount.getDataBlock() == WarMonsterJeepTurretPlayer.getId() && %triggerNum == 0 && %val)
         {
            %client = %obj.client;
            if(isObject(%client))
               ServerCmdUnUseTool(%client);

            if(getSimTime() - %obj.lastShotTime < 2500)
               return;
           
            %scaleFactor = getWord(%mount.getScale(), 2);
            %p = new Projectile()
            {
               dataBlock = WarMonsterJeepShellProjectile;
               initialPosition = vectorAdd(%mount.getEyeTransform(),vectorScale(%mount.getEyeVector(),3));
               initialVelocity = vectorScale(%mount.getEyeVector(),140 * %scaleFactor);
               sourceObject = %obj;
               client = %obj.client;
               sourceSlot = 0;
               originPoint = vectorAdd(%mount.getEyeTransform(),vectorScale(%mount.getEyeVector(),3));
            };
            MissionCleanup.add(%p);
            %p.setScale(%scaleFactor SPC %scaleFactor SPC %scaleFactor);

            %mount.mountImage(WarMonsterJeepSmokeImage,1);

            serverPlay3D(WarMonsterJeepshotSound,%obj.getPosition());

            %theVector = %mount.getEyeVector();
            %theVector = vectorAdd(%theVector,"0 0 1");
            %theVector = vectorScale(%theVector,%mount.getObjectMount().dataBlock.mass*5);
            %theVector = vectorSub(%theVector,vectorScale(%thevector,2));
            %mount.getObjectMount().applyImpulse(getWords(%mount.getEyeTransform(),0,2),%theVector);
           
            %obj.playThread(0,activate);
            %obj.lastShotTime = getSimTime();

            return;
         }
      }
     
      Parent::onTrigger(%this,%obj,%triggerNum,%val);
   }
};

datablock ProjectileData(WarMonsterJeepTurretExplosionProjectile)
{
   directDamage        = 0;
   radiusDamage        = 0;
   damageRadius        = 0;
   explosion           = WarMonsterJeepTurretExplosion;

   directDamageType  = $DamageType::jeepExplosion;
   radiusDamageType  = $DamageType::jeepExplosion;

   explodeOnDeath = 1;

   armingDelay         = 0;
   lifetime            = 10;
};

datablock ExplosionData(WarMonsterJeepShellExplosion)
{
   explosionShape = "";
   soundProfile = rocketExplodeSound;

   lifeTimeMS = 150;

   debris = WarMonsterJeepShellDebris;
   debrisNum = 30;
   debrisNumVariance = 10;
   debrisPhiMin = 0;
   debrisPhiMax = 360;
   debrisThetaMin = 0;
   debrisThetaMax = 180;
   debrisVelocity = 140;
   debrisVelocityVariance = 50;

   particleEmitter = gravityRocketExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = gravityRocketExplosionRingEmitter;
   emitter[1] = gravityRocketExplosionChunkEmitter;

   faceViewer     = true;
   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 = "1 0 0 0";

   damageRadius = 8;
   radiusDamage = 170;

   impulseRadius = 15;
   impulseForce = 5000;

   playerBurnTime = 5000;
};

AddDamageType("WarMonsterJeepShellDirect",   '<bitmap:add-ons/Projectile_GravityRocket/rocket> %1',    '%2 <bitmap:add-ons/Projectile_GravityRocket/rocket> %1',1,1);
AddDamageType("WarMonsterJeepShellRadius",   '<bitmap:add-ons/Projectile_GravityRocket/rocketRadius> %1',    '%2 <bitmap:add-ons/Projectile_GravityRocket/rocketRadius> %1',1,0);
datablock ProjectileData(WarMonsterJeepShellProjectile)
{
   projectileShapeName = "./WarMonsterJeepBullet.dts";
   directDamage        = 100;
   directDamageType = $DamageType::WarMonsterJeepShellDirect;
   radiusDamageType = $DamageType::WarMonsterJeepShellRadius;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = WarMonsterJeepShellExplosion;
   particleEmitter     = rocketTrailEmitter;

   brickExplosionRadius = 5;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 50;             
   brickExplosionMaxVolume = 60;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 120;  //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)

   sound = rocketLoopSound;

   muzzleVelocity      = 120;
   velInheritFactor    = 1.0;

   armingDelay         = 0;
   lifetime            = 4000;
   fadeDelay           = 4000;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = true;
   gravityMod = 1.0;

   hasLight    = true;
   lightRadius = 5.0;
   lightColor  = "1 0.5 0.0";

   explodeOnDeath = 1;

   uiName = "WarMonsterJeep Shell"; //naming it this way so it's next to the rocket in the alphabetized list
};
Note, I have not edited all the projectiles and explosions yet, so please don't yell at me.

78
Modification Help / How Do I Make a Turret?
« on: April 12, 2009, 12:06:46 AM »
I've heard a lot of things about animation, and script, but from my search results, I found nothing useful. Can someone run me through the basic steps?

79
Help / Player is Completely Black
« on: April 11, 2009, 08:48:35 PM »
No clue why. My drivers are up to date, and they have been ever since I've been playing Blockland on this computer.
The Avatar menu thing is being weird too. When I first look at it, all the boxes are blank, and the play doesn't show up. Then when I click on a box, everything goes back to normal.
How do I fix this?

80
Creativity / Dungeon - Poem Story
« on: April 09, 2009, 08:47:36 PM »
Can be viewed here also:
http://azerathangelwolf.deviantart.com/art/Dungeon-Pt-1-114478311
Quote
The warrior awoke,
eyes filled with hope,
worry shrouded him,
insanity, confusion.
He looked about the room,
walls slathered in blood,
thoughts of certain doom,
he sat up in the mud.

The walls where made of stone,
most impaled with spikes of bone,
very little light had shone,
a written language quite unknown.
On one wall, rested a door,
made of stone, covered with gore.

The short warrior shakily rose,
and scratched his scarred nose.
He had still, his metal suit,
of armor with a symbol of newt.

On his head lay a helmet,
strong yet worn,
still quite wet,
on top is a thorn.

He had been disarmed,
nowhere lie his weapon,
this made him quite alarmed,
hopefully he'll find it again.

Suddenly,
frightening,
screeching,
open, did the door become.
a creature, with a little hum,
of raspy voice, and giant like,
in his hand, held a pike.

The warrior sprinted to the corner,
alarmed by the foreigner.
It began to talk,
"It's time to take a walk."

-To be continued?-

I have to admit, it got worse toward the end.

81
Off Topic / A Spider Crawled Into My Keyboard
« on: April 09, 2009, 06:38:45 PM »
How to get him out?

82
Creativity / 360 Degree Head Rotation
« on: April 08, 2009, 10:22:46 PM »

I drew this to make it. They look pretty bad because I drew them really small. About an inch in length.
You spin me right round' baby right round', like a record baby right round' round' round'...

83
Add-Ons / Spartan Laser v5
« on: April 07, 2009, 01:57:43 AM »
Spartan Laser v5
Yes, the giant laser cannon.

Description
The large cannon that shoots a huge red beam of certain doom towards enemies or vehicles.

Screenshots

Download
Weapon_SL.zip (Last Updated: Tue Apr 07, 2009 5:40 am)

Installation
Put Weapon_SL.zip into the Add-Ons folder in your Blockland folder.

This is a weapon. It doesn't matter if it from another game, it is just like weapons from other games, and other concepts, who who gives a loving stuff if it's from Halo.

v4 Update: Modified charge particles, laser size, and radius damage.
v5 Update: Modified damage.

84
Add-Ons / Halo 3 Mongoose v4
« on: April 05, 2009, 10:16:37 PM »
To Halo Fan Boys:

Do not freak out at anyone who says I shouldn't post this. Other people have different opinions. Do not freak out at me for messing up anything on the model, or having imperfections. For one, I have never even played Halo 3. I would say I did really good for not even playing the game. And please don't request more Halo weapons or vehicles, because I will if I want to.
I don't want any flame wars in this thread because of the stupid Halo controversy.
To Anti-Halo Users:

I don't want to hear your stuffty opinions on what you think I can post or not. I can create what ever I want, and post whatever I want. Do not freak out at me because I'm mixing two games. Other users have been doing this for other games, but you don't yell at them. Do not freak out at fan boys because they have a different opinion. Do not say the model looks like stuff just to cover up that you dislike Halo.

For both Fan Boys, and Anti-Halo Users, I'm not saying this just for me, this is also for you, so your ass doesn't get flamed.


Ok, I'm done.

The Halo 3 Mongoose

And ATV vehicle from the game Halo 3. Simple as that.

-Yes, I did make this model. I have progress pictures if you really need the proof.
-The performance may not be perfect since I cannot get the suspension as perfectly as I wanted it. The speed may not even be close to the real Mongoose.
-Why did I make this?
   +I have a friend who plays Halo 3. I thought he may like it.
   +I liked the over all look of the Mongoose, so I made it.
And now, for images:









Video. This is old.

Download.

Click Here to view this file on the RTB Download Manager

UPDATE: v4: The Mongoose now has smaller wheels.

85
Modification Help / Vehicle Mount Hug Position?
« on: April 05, 2009, 04:03:43 AM »
Well, I have a funny mount style on an upcoming vehicle, and I was thinking I would do a crouch, or root mount... but to fit in with the shape, the mount has to be rotated at an angle. Would I do this by rotating the joint, or messing with some script.. or is it impossible?
Solved.

Now, is it possible to have it so when you mount the vehicle, you do like a slash command? Like when you mount it, it goes into a hug position?

86
Modification Help / Dual Uzi
« on: April 03, 2009, 10:12:13 PM »
I'm trying to make these Dual Uzis do burst fire, and I got one of them to do so, but now when I tried to edit the second uzi to fire, it won't load.

I looked in the console and this is what it says:
Code: [Select]
dd-Ons/Weapon_DualUzi/Weapon_DualUzi.cs Line: 224 - Syntax error.
>>> Some error context, with ## on sides of error halt:
^stateAllowImageChange[8] = false;

^stateTransitionOnTriggerUp[8] = "FireLeftUzi";

^stateSequence[8] = "ready";



^stateName[9] = "FireLeftUzi";

^stateTimeoutValue[9] = 0.09;

^stateScript[9] = "onFireLeftUzi";

^stateTransitionOnTimeOut[9] = "ready";





function ##D##ualUziImage::onFireLeftUzi(%this,%obj,%slot)

{

   %obj.setImageTrigger(1,1);

}





datablock ShapeBaseImageData(LeftUziImage)

{

   // Basic Item properties

   shapeFile = "Add-Ons/Weapon_Uzi/Uzi.dts";

   emap = true;



   // Specify mount point & offset for 3rd person, and eye offset
>>> Error report complete.

ADD-ON "Weapon_DualUzi" CONTAINS SYNTAX ERRORS
It put hashes next to the D in DualUziImage.
It was fine before I tried to make it burst.

87
Modification Help / Creating A Custom Tire?
« on: April 02, 2009, 01:20:01 AM »
How would I do this? When I export it to Torque DTS Plus, and I click "create bounds", it doesn't work. So I thought I would make one myself.
How would I create a bounding box.
I'm not looking to make a complicated one, just a box.

By the way, I'm using Milkshape 3D.

Solved.

Ok, so I got my vehicle out there. It tilts.. a lot. I've centered the vehicle on the grid, I've messed with the spring script, and it still tilts.
How can I fix this?

Solved.

If I make a custom tire/wheel, is there anything I need to add, like a certain named joint, or animation?

88
Off Topic / ►Protect Your Home PC From Conficker◄
« on: March 31, 2009, 08:37:19 PM »
Yes, another thread.

I just got an e-mail from my Uncle who is a computer master.
He gave me a link to this website which really helps with prevention of Conficker, and the removal of it.
http://www.stthomas.edu/IRT/support/hardwaresoftware/fighttheworm.html

If you're suspicious, I'll post this quote.
Quote
As previously mentioned in the Bulletin, Conficker is a new malicious program affecting the Windows operating system.  It is largely spread through networks, but can also be spread through infected USB devices, file sharing, and other methods.  Consequently, the virus may also spread to the personally owned computers of UST faculty/staff and students. 

 

Here are some simple steps that you can take to ensure your machine is less vulnerable to infection.

 

If you do not already have the Conficker infection, one of the best things you can do to protect yourself is to download and install all critical Windows security updates.  At a minimum, you will want to be certain that you have downloaded and installed the Windows KB958644 patch.

 

Also, you will want to ensure that your computer has an effective anti-virus program installed, updated and running.  Sophos has proved to be effective at detecting Conficker, and is available to all UST faculty, staff, and students as a free download.

 

A good way to tell if your computer has been infected is that Conficker will frequently block access to common anti-virus web sites.  If you are not able to browse to sites like http://www.avg.com, or http://www.sophos.com there is a strong possibility that you may have the Conficker infection.

 

If you suspect that your machine has been infected with the Conficker worm, there are very good resources online describing the nature of the infection and pointing to tools which can be used to remove it from your computer.

 

NOTE: It is highly recommended that you do not attempt to boot your computer into "safe mode" if you suspect that you have the Conficker infection.  Conficker disables the registry keys which allow booting into safe mode.  Attempting to boot into safe mode to remove the infection will likely result in the PC being stuck in an infinite cycle of re-boots, and can only be remedied by having the hard drive re-formatted and Windows reinstalled (losing all data in the process).

 

Here are some of the available tools designed specifically for removing the Conficker infection.  It is important to note that there are at least four variations of Conficker, and not every removal tool will work on all the variations, nor can they guarantee that every trace of the infection will be removed.  But these tools should help remove the infection and prevent the infection from returning.  Because Conficker will likely prevent access to the web sites on which these tools can be downloaded, we are providing the tools here:

 

■  Microsoft Malicious Software Removal tool

   
■  BitDefender Downadup Removal tool

   
■  Symantec W32.Downadup Removal tool

       

 

If you do choose to try one of these removal tools, it is recommend that you disconnect your computer from all networks (wired and/or wireless), and temporarily turn off the “on access scanning” on your anti-virus software.  Once the removal tool has completed, turn “on access scanning” back on and re-boot your computer.

89
Off Topic / Youtube Copyright Issue
« on: March 31, 2009, 03:14:30 PM »
Ok, so I just uploaded a video to Youtube. I made sure that it was ok, because I watched 700 other videos with the same exact music.
Guess what? I just got ass raped by a loving copyright issue from the damn WMG, or UMG, or whatever their damn initials are. And it wasn't like I had it uploaded for people to watch yet. No, it was an instant middle finger "forget you, you don't get any music".

Seriously, what is the huge loving problem here? We've been using this music before. So what, we're going to get copyright issues if we have it on our loving iPod or something? Is it like I'm even making money of the video? Hell no! Plus, we're basically HELPING the damn music company. Someone listens to it and says, "hey, I like this. I think I should buy it". And even if they don't, who the forget cares anyways? People usually just go online to get their music, or extract the audio from a video.

This copyright stuff needs to stop.

90
Music / Nightwish - Ghost Love Score (Epic)
« on: March 31, 2009, 02:12:46 AM »
Some epic music made into a perfect loop.
http://www.youtube.com/watch?v=OEAgchvPcc8
Jump to 7:14.

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