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Messages - Ghille

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91
General Discussion / Re: V22, what will it bring us?
« on: July 30, 2014, 10:43:25 AM »
Bricks will be removed for vehicle physics.

92
Music / Re: The Void - Lost Language
« on: July 29, 2014, 10:43:10 PM »
I knew something would go wrong cause this is my FIRST music file, so I'll try to fix that imediatly. Oh and thanks for the help!
Please test your stuff before you post it.

93
Modification Help / Re: Pixel Spells :: Progress is being made
« on: July 29, 2014, 07:22:09 PM »
nice ctf map! let us know when you host!
When I'm building my server is open, that's at random times but you may catch me :D

94
Modification Help / Re: Pixel Spells :: Progress is being made
« on: July 29, 2014, 06:53:44 PM »
I started randomly making a ctf map to use these on.

I'll host it once it's done.

also...I kind of got distracted and made this....  :cookieMonster:

95
Add-Ons / Quake Rocket Launcher
« on: July 29, 2014, 06:47:59 PM »
Quake's iconic weapon, re-imagined into Blockland.

While I was playing Quake one day I decided it'd be cool to remake the rocket launcher from the first game into Blockland. I aimed to make it as accurate as possible to what it is in Quake.

Features:
-Recreated particle effects
-Sounds from Quake
-Model at the center of the screen so it can be the snake cannon it is
-My attempt to balance it as it was in Quake

Credits:
Script - Ghille
Model - Aware



Download

96
A while ago I posted this and kind of forgot about it (sorry :c). Port gave me a solution that I recently tried and the weapon still isn't changing back to its original emitter. Here's the code with the empty states.
Quote
   stateName[0]                     = "Activate";
   stateTimeoutValue[0]             = 0.8;
   stateTransitionOnTimeout[0]       = "Ready";
   stateSound[0]               = pixelequip3Sound;
   stateEmitter[0]               = rangedEmitter;
   stateEmitterTime[0]            = 600;

   stateName[1]                     = "Ready";
   stateTransitionOnTriggerDown[1]  = "Charge";
   stateAllowImageChange[1]         = true;
   stateSequence[1]   = "Ready";
   stateEmitter[1]      = rangedEmitter;
   stateEmitterTime[1]   = 600;
   
   stateName[2]         = "Charge";
   statetransitionOnTimeOut[2]   = "ChargeFull";
   stateTransitiononTriggerup[2]   = "Fire";
   stateWaitForTimeout[2]      = false;
   stateAllowImageChange[1]        = true;
   stateTimeoutValue[2]      = 2;
   stateScript[2]              = "OnCharge";
   
   stateName[3]                    = "Fire";
   stateTransitionOnTimeout[3]     = "Reload";
   stateTimeoutValue[3]            = 0.74;
   stateFire[3]                    = true;
   stateAllowImageChange[3]        = false;
   stateSequence[3]                = "Fire";
   stateScript[3]                  = "onFire";
   stateWaitForTimeout[3]         = true;
   stateSound[3]               = pixelfire1Sound;

   stateName[4]               = "ChargeFull";
   stateAllowImageChange[4]        = true;
   stateTransitiononTriggerup[4]   = "Empty1";
   stateEmitter[4]               = ranged2emitter;
   stateEmitterTime[4]            = 600;
   
   stateName[5]               = "empty1";
   stateTransitiononTimeout[5]      = "empty2";
   stateTimeoutValue[5]         = 0.18;
   
      stateName[6]               = "empty2";
   stateTransitiononTimeout[6]      = "empty3";
   stateTimeoutValue[6]         = 0.01;
   
      stateName[7]               = "empty3";
   stateTransitiononTimeout[7]      = "empty4";
   stateTimeoutValue[7]         = 0.01;
   
      stateName[8]               = "empty4";
   stateTransitiononTimeout[8]      = "ChargeFire";
   stateTimeoutValue[8]         = 0.01;
   

   stateName[9]                    = "ChargeFire";
   stateTransitionOnTimeout[9]     = "Reload";
   stateTimeoutValue[9]            = 1;
   stateFire[9]                    = true;
   stateAllowImageChange[9]        = false;
   stateSequence[9]                = "Fire";
   stateScript[9]                  = "onChargeFire";
   stateWaitForTimeout[9]         = true;
   stateSound[9]               = chargefireSound;
   stateEmitter[9]          = rangedEmitter;
   stateEmitterTime[9]         = 600;

   stateName[10]         = "Reload";
   stateSequence[10]                = "Reload";
   stateTimeoutValue[10]            = 0.12;
   stateTransitionOntimeout[10]   = "Ready";
   stateSequence[10]           = "Ready";
   stateEmitter[10]          = rangedEmitter;
   stateEmitterTime[10]         = 600;
};

97
Modification Help / Re: Pixel Spells :: Alpha Released
« on: July 28, 2014, 02:44:18 PM »
https://www.youtube.com/watch?v=jj_K2qrxhfk
I made a terrible video today ft. the fraps demo and bad aim.

I also am thinking of making the ranged's charge projectile use raycasting because current it's hard af to hit anybody with it when moving fast. We also discovered that you can reflect the paint can with the reflector. Healing pixel is now functional.

 

98
this really made me miss the map :(

99
Creativity / Re: Music Megathread
« on: July 26, 2014, 06:36:48 PM »

100
Gallery / Re: McDonald's RP
« on: July 25, 2014, 11:07:03 PM »

101
-snip-
I'm sorry but these ideas are ew.

102
Games / Re: Destiny Megathread (beta live NOW for PS3 and 4)
« on: July 25, 2014, 03:02:25 PM »
doesnt matter open beta lol
I posted this long before it was open beta...

103
Games / Re: Destiny Megathread (beta live NOW for PS3 and 4)
« on: July 23, 2014, 12:34:40 PM »
youre supposed to redeem those keys on the bungie website atleast the 9 digit ones
Just note that the one I gave you must redeem through the PS store. Anybody redeem it yet?

104
Add-Ons / Re: Blockland Theme: Baby Blue
« on: July 22, 2014, 10:38:18 PM »
Maybe I will! What are the CMYK (or RGB) values of that color?
The RGB value is 1 68 33.

Also I packaged it to work with client_themes for you.
Download

105
Add-Ons / Re: Blockland Theme: Baby Blue
« on: July 22, 2014, 06:31:40 PM »
If you made like a forest green version of this I'd love you forever.

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