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Messages - Mac Workin

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76
Gallery / Re: DOF Screenshots
« on: June 10, 2015, 04:38:05 PM »

redconer's roosterroach boat

77
Code: [Select]
function squaredshotgunImage::onReloaded(%this,%obj,%slot)
{
%this.onLoadCheck(%obj,%slot);
    if(%obj.client.quantity["shotgunrounds"] >= 1)
{
%obj.client.quantity["shotgunrounds"]--;
%obj.toolAmmo[%obj.currTool]++;
             commandToClient(%obj.client,'bottomPrint',"<just:right><font:impact:24><color:fff000>12-gauge shotgun <font:impact:34>\c6" @ %obj.toolAmmo[%obj.currTool] @ " / " @ %obj.client.quantity["shotgunrounds"] @ "", 4, 2, 3, 4);
}
}

whys it squaredshotgun ( modern shotgun code ) but not HunterShotgunImage?
and also why are you not using the updated version of the script with the pref switching that has a no-ammo switch?

edit: ughheeghe ill give you mine as an example if you want to make a full blast shotgun using all of its ammo capacity

Code: [Select]
//audio
datablock AudioProfile(TT2HuntingShotgunFireSound)
{
   filename    = "./HuntingShotgun_fire.wav";
   description = AudioClose3d;
   preload = true;
};

//////////
// item //
//////////
datablock ItemData(TT2HuntingShotgunItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "./Hunting_Shotgun.1.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Hunting Shotgun";
iconName = "./HuntingShotgun_icon";
doColorShift = true;
colorShiftColor = "0.43 0.38 0.3 1";

// Dynamic properties defined by the scripts
image = TT2HuntingShotgunImage;
canDrop = true;

maxAmmo = 2;
canReload = 1;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(TT2HuntingShotgunImage)
{
   // Basic Item properties
   shapeFile = "./Hunting_Shotgun.1.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0.1";
   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 = TT2HuntingShotgunItem;
   ammo = " ";
   projectile = SingleShotgunProjectile;
   projectileType = Projectile;

   casing = PumpShotgunShellDebris;
   shellExitDir        = "1.0 0.1 1.0";
   shellExitOffset     = "0 0 0";
   shellExitVariance   = 10.0;
   shellVelocity       = 5.0;

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

   doColorShift = true;
   colorShiftColor = TT2HuntingShotgunItem.colorShiftColor;

   // 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;
stateSequence[0]   = "Activate";
stateTransitionOnTimeout[0]     = "Eject1";
stateSound[0]   = weaponSwitchSound;

stateName[1]                    = "Ready";
stateTransitionOnTriggerDown[1] = "FireCheckA";
stateTransitionOnNoAmmo[1] = "ReloadCheckA";
stateAllowImageChange[1] = true;
stateSequence[1]   = "ready";

stateName[2]                    = "Fire";
stateTransitionOnNoAmmo[2] = "CompleteReload";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.1;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateScript[2]                  = "onFire";
stateWaitForTimeout[2]   = true;
stateEmitter[2]   = shotgunExplosionRingEmitter;
stateEmitterTime[2]   = 0.05;
stateEmitterNode[2]   = "muzzleNode";
stateSound[2]   = TT2HuntingShotgunfireSound;

stateName[3]   = "Smoke";
stateTimeoutValue[3]            = 0.2;
stateTransitionOnTimeout[3]     = "Eject1";

stateName[4]   = "Eject1";
stateTimeoutValue[3]              = 0.25;
stateTransitionOnTimeout[4]   = "Eject2";
stateWaitForTimeout[4]   = true;
stateEjectShell[4]          = true;
stateSequence[4]   = "pump";
stateSound[4]   = PistolClickSound;
stateScript[4]                  = "onEject";

stateName[5]   = "Eject2";
stateTimeoutValue[5]              = 0.25;
stateTransitionOnTimeout[5]   = "LoadCheckA";
stateWaitForTimeout[5]   = true;
stateEjectShell[5]          = true;
stateSequence[5]   = "pump";
stateScript[5]                  = "onEject";

stateName[6] = "LoadCheckA";
stateScript[6] = "onLoadCheck";
stateTransitionOnTriggerUp[6] = "LoadCheckB";

stateName[7] = "LoadCheckB";
stateTransitionOnAmmo[7] = "Ready";
stateTransitionOnNoAmmo[7] = "Reload";

stateName[8] = "ReloadCheckA";
stateScript[8] = "onReloadCheck";
stateTimeoutValue[8] = 0.01;
stateTransitionOnTimeout[8] = "ReloadCheckB";

stateName[9] = "ReloadCheckB";
stateTransitionOnAmmo[9] = "CompleteReload";
stateTransitionOnNoAmmo[9] = "Reload";

stateName[10] = "ForceReload";
stateTransitionOnTimeout[10]      = "ForceReloaded";
stateTimeoutValue[10] = 0.25;
stateSequence[10] = "Reload";
stateSound[10] = Block_MoveBrick_Sound;
stateScript[10] = "onReloadStart";

stateName[11] = "ForceReloaded";
stateTransitionOnTimeout[11]      = "ReloadCheckA";
stateTimeoutValue[11] = 0.2;
stateScript[11] = "onReloaded";

stateName[12] = "Reload";
stateTransitionOnTimeout[12]      = "Reloaded";
stateTransitionOnTriggerDown[12] = "Fire";
stateWaitForTimeout[12] = false;
stateTimeoutValue[12] = 0.25;
stateSequence[12] = "Reload";
stateScript[12] = "onReloadStart";

stateName[13] = "Reloaded";
stateTransitionOnTimeout[13]      = "ReloadCheckA";
stateWaitForTimeout[13] = false;
stateTimeoutValue[13] = 0.2;
stateScript[13] = "onReloaded";

stateName[14]   = "CompleteReload";
stateTimeoutValue[14]   = 0.1;
stateWaitForTimeout[14]   = true;
stateTransitionOnTimeout[14]      = "Ready";
stateSequence[14]   = "pump";
stateSound[14]   = PistolClickSound;
stateScript[14]                  = "onEject";

stateName[15] = "FireCheckA";
stateScript[15] = "onLoadCheck";
stateTimeoutValue[15]   = 0.01;
stateTransitionOnTimeout[15]      = "FireCheckB";

stateName[16] = "FireCheckB";
stateTransitionOnAmmo[16] = "Fire";
stateTransitionOnNoAmmo[16] = "Reload";
};

function TT2HuntingShotgunImage::onFire(%this,%obj,%slot)
{
   if(%obj.toolAmmo[%obj.currTool] > 1)
   {
%obj.playThread(2, activate);

if($Pref::Server::TTAmmo == 0 || $Pref::Server::TTAmmo == 1)
{
   %obj.toolAmmo[%obj.currTool]--;
   %obj.toolAmmo[%obj.currTool]--;
   commandToClient(%obj.client,'bottomPrint',"<just:right><font:impact:24><color:fff000>12-gauge shotgun <font:impact:34>\c6" @ %obj.toolAmmo[%obj.currTool] @ " / " @ %obj.client.quantity["shotgunrounds"] @ "", 4, 2, 3, 4);
}

%obj.spawnExplosion(TTBigRecoilProjectile,"1 1 1");
           
%projectile = %this.projectile;
%spread = 0.0027;
%shellcount = 20;

for(%shell=0; %shell<%shellcount; %shell++)
{
%vector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%velocity = MatrixMulVector(%mat, %velocity);

%p = new (%this.projectileType)()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
MissionCleanup.add(%p);
}

//shotgun blast projectile: only effective at point blank, sends targets flying off into the distance
//
//more or less represents the concussion blast. i can only assume such a thing exists because
// i've never stood infront of a loving shotgun before
///////////////////////////////////////////////////////////

%projectile = "shotgunBlastProjectile";

%vector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);


%p = new (%this.projectileType)()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
MissionCleanup.add(%p);
return %p;
   }
   else
   {
      serverPlay3D(PumpShotgunJamSound,%obj.getPosition());
      commandToClient(%obj.client,'bottomPrint',"<just:right><font:impact:24><color:fff000>12-gauge shotgun <font:impact:34>\c6" @ %obj.toolAmmo[%obj.currTool] @ " / " @ %obj.client.quantity["shotgunrounds"] @ "", 4, 2, 3, 4);
   }
}

function TT2HuntingShotgunImage::onEject(%this,%obj,%slot)
{
%obj.playThread(2, plant);
if($Pref::Server::TTAmmo == 0 || $Pref::Server::TTAmmo == 1)
{
   %this.onLoadCheck(%obj,%slot);
           commandToClient(%obj.client,'bottomPrint',"<just:right><font:impact:24><color:fff000>12-gauge shotgun <font:impact:34>\c6" @ %obj.toolAmmo[%obj.currTool] @ " / " @ %obj.client.quantity["shotgunrounds"] @ "", 4, 2, 3, 4);
}
}

function TT2HuntingShotgunImage::onReloadStart(%this,%obj,%slot)
{
   if($Pref::Server::TTAmmo == 0 || $Pref::Server::TTAmmo == 1)
   {         
      if(%obj.client.quantity["shotgunrounds"] >= 2)
      {
%obj.playThread(2, shiftto);
         serverPlay3D(block_MoveBrick_Sound,%obj.getPosition());
      }
      commandToClient(%obj.client,'bottomPrint',"<just:right><font:impact:24><color:fff000>12-gauge shotgun <font:impact:34>\c6" @ %obj.toolAmmo[%obj.currTool] @ " / " @ %obj.client.quantity["shotgunrounds"] @ "", 4, 2, 3, 4);
   }
}

function TT2HuntingShotgunImage::onReloaded(%this,%obj,%slot)
{
   if($Pref::Server::TTAmmo == 0 || $Pref::Server::TTAmmo == 1)
   {
      %this.onLoadCheck(%obj,%slot);
      if(%obj.client.quantity["shotgunrounds"] >= 2)
      {
serverPlay3D(ReloadClick4Sound,%obj.getPosition());
%obj.client.quantity["shotgunrounds"]--;
%obj.client.quantity["shotgunrounds"]--;
%obj.toolAmmo[%obj.currTool]++;
%obj.toolAmmo[%obj.currTool]++;
         commandToClient(%obj.client,'bottomPrint',"<just:right><font:impact:24><color:fff000>12-gauge shotgun <font:impact:34>\c6" @ %obj.toolAmmo[%obj.currTool] @ " / " @ %obj.client.quantity["shotgunrounds"] @ "", 4, 2, 3, 4);
      }
   }
}

by the way it uh was a old hunting shotgun that existed back in Tier1B

78
Gallery / Re: guns quadkimbo/fourkimbo/doubletwicekimbo
« on: May 12, 2015, 07:29:05 AM »
u bettr release the gun or im gonna call the police

pls dont cal police ur dream is here

gib guns

b happy

79
Gallery / Re: guns quadkimbo/fourkimbo/doubletwicekimbo
« on: May 10, 2015, 02:05:46 AM »
most voted is porscherrari
u got ur dream kk

80
Gallery / guns quadkimbo/fourkimbo/doubletwicekimbo
« on: May 05, 2015, 03:50:41 AM »
erhhhh this piaece o stuff has been sitting in my HDD for aprox 5-6 months ago
not too sure if this still works since it was having many problems with the 3rd and 4th gun
===pic====

=========
doesnt alternate... just shoots every gun on one click
normal gun damage ( 30 dmg )
- no custom ci
- no custom icon
- whacky
bugs====
if any other image is mounted with the Guns Quadkimbo equipped, it will replace one of the guns
==link
U ALSO ASKED 4 THIS
linke: http://justfilehosting.space/download.php?hash=2c5f0512d498e8cf8b53cfaa7c1bc401cdde1b9315f451f0511b38ed0bbdd6c6
thx pceon agin
===porscherrari ( the orange v0002 car )=========
kk u asked for it

pic showin how fasts the car can speed
===spec===============
top speed: 147.8 torque units
acceleration: slow
braking: fasts
grip: extremely bad
durability: slightly better than a tank
handling: average
====================
linke: http://justfilehosting.space/download.php?hash=f87fb8a06c29867c6ef24315d194744c29eb1f7ceed1892be56f55bd4d717946

thx pceon7 for hostin that since 2shared makes gay ass advertisements to confuse u

81
Gallery / ion cannon convoy
« on: April 14, 2015, 09:15:12 AM »
asdfge was dying of boredom
=========pics===========================

2 old armored tanks transporting the utes to their destination
======================================

o sht isnt there another ambush created by the annoying red pests?
======================================

it is very (un)?common to have enemy spies trying to get hold of op weapons
(notice that gay ass light appearing even through i took the picture under a damn military jeep)
too many ion cannon convoys would result in the red pests destroying it accidentally anyways

82
Modification Help / Re: Weapons not dealing proper damage
« on: March 24, 2015, 06:12:02 AM »
you might want to just speed up the melee swing rate other than the damage it deals
for the sniper problem i suggest you just convert them to projectile-based / or let me give u my converted rifles to you

function MilitarySniperImage::isRaycastCritical(%this, %obj, %slot, %col, %pos, %normal, %hit)
{
   if(%this.raycastSpreadAmt > 0)
      return 0;
   if(!isObject(%col))
      return 0;
   if(isObject(%col.spawnBrick) && %col.spawnBrick.getGroup().client == %obj.client)
      %dmg = 1;
   if(miniGameCanDamage(%obj,%col) != 1 && !%dmg)
      return 0;
   if(%col.getType() & $TypeMasks::PlayerObjectType) <=== if its a playertype
   {
      %colscale = getWord(%col.getScale(),2); <=== nummountpoint 2 is the mountpoint for the head
      return(getword(%pos, 2) > getword(%col.getWorldBoxCenter(), 2) - 3.3*%colscale); <=== headshot multiplier is 3.3
      //return (getWord(%col.getDamageLocation(%pos),0) $= "head"); <=== commented out idk y
   }
   return 0; <=== goes back to the original function of the sniper rifle's damage
}

if u realy want to get them broken addons workin, you have to do certain experiments with them to gain knowledge of what the script actually does to the weapon to get the desired effect or scripting them

83
Modification Help / Re: Frog's Weaponry ammo weirding out, need info
« on: March 17, 2015, 02:58:29 AM »
It also includes a duplicate .cs file for the auto shotgun, for reasons unclear.
also lacks at least three individual ammo type models.
As far as I can tell, neither one uses RTB max ammo prefs; the max ammo limits are hardcoded.
possibly for a backup for the autoshotgun, the break action shotgun was a little op ( maybe ) and thats why it was commented out

3 ammo type models got removed probably to save datablock usage

lol, they are not hardcoded actually
its inside the config/server/prefs.cs | let me show you how it looks like
$Pref::Server::FW1Ammo = "5994";
$Pref::Server::FW1Drop = "1";
$Pref::Server::FW2Ammo = "5994";
$Pref::Server::FW2Drop = "1";
$Pref::Server::FW3Ammo = "999";
$Pref::Server::FW4Ammo = "5994";
$Pref::Server::FW5Ammo = "1998";
$Pref::Server::FW5Drop = "1";
$Pref::Server::FW6Ammo = "4995";
$Pref::Server::FW6Drop = "1";
$Pref::Server::FW7Ammo = "3996";
$Pref::Server::FW7Drop = "1";
$Pref::Server::FW8Ammo = "999";

dont ask me why it has a huge amount

Found at least PART of the issue. With Frog's Weaponry, if you use up some ammo for an item in a given slot, then chuck the weapon without reloading, then pick up a new weapon, it counts the spent ammo from the old weapon against the ammo count for the new weapon when you reload. I'll see if I can figure out why.
i dont really understand this
could you give me your older and newer version of frogs weaponry?
ill look into it since ive modded the same weapon packs as you did but for a different goal

84
Modification Help / Re: Frog's Weaponry ammo weirding out, need info
« on: March 16, 2015, 03:23:46 AM »
you might have an older version of frog's wep pack, ive noticed that the heavy rl is the older version
not the payload, its the new one found in the facelift thing dont know about that

right now the problem youre experiencing is showing you that you forgeted up one of the ammo things badly and it seems that you might have to redownload the ammo system or restore the old .cs back

host a server online and ill try to join if i can

i live in singapore so i dont think i might have the best ping :/

85
Ugh, I have to sign up to download? No way.

Never mind.

sorry thats how 2shared works sadly

How do I download without signing up

EDIT: Google Chrome blocked popups. Nevermind.

sometimes some sites are free2upload but they also have ads
im sorry but my explorer doesnt really support those "good" upload sites

we can't have damage models or points on a vehicle, because the hitbox is just one big loving fat ass square or rectangle.

well, thats just how v0002 vehicles were
im pretty sure many people back then didnt really care about hitboxes since not many guns were in there
sometimes the square hitboxes can also come to a greater advantage than triangular-rectangular hitboxes

86
Add-Ons / strato's M1 abrams, stryker, DnR military jeep re-release
« on: March 07, 2015, 01:40:44 PM »
i realy want to keep backups of them but most of my iomega zip drives got filled up with mr noobler's huge amount of useless broken addons

so uh, why not release them?

========m1 abrams==========

==========stats=============
top speed: 46.9 torque units
acceleration: toilet paper on steroids
braking: extremely good
turning: whoa thats bad man
durability: how about you shoot many mininuke projectiles into this thing?

=====stryker APC and military jeep=============

============stats=======================
military jeep
top speed : 29.9 torque units
acceleration: same as jeep
braking: same as jeep
turning: same as jeep
durability: good

also /hug if you want to hug the handles because the gun might
break your animation when holding this

stryker
top speed : 59.7 torque units
acceleration: average
braking: superb
turning: WH NO 4WS???!?!?!
durability: 2 mini nuke shots should bring this down

=======bonus copter=============

dont ask me why its holding 3 mil jeeps
can it be DOING A 9/11 ATTACK IN 2015?!!!
========stats==============
bonus copter
top speed: 32.7 torque units
acceleration: gay
braking: gay
turning: gay
durability: we need an ion cannon for this

====links for all of them=========
http://dc208.2shared.com/download/W9kSitEX/fixed_stuff.zip?tsid=20150307-192628-a7c85856

i hope youre satisfied as a old addons collector

please be satisfied

87
Help / Re: I can't see faces or decals
« on: February 16, 2015, 04:17:14 AM »
the things with a hashtag and a numbercode is probably something with mac os x's default zip archiver application... dont know about the ones with a clean name through, still i think its the zip archiver

i suggest u to try using windows xp or 7, totally solved my problem on mac since i ever had it

ur best try is to try switching the default zip archiver to something that is more compatible with other types of .zips

dont ask me im not some pc professional

88
Gallery / Re: useless t+t edits
« on: February 10, 2015, 06:48:49 AM »
Are you new to the forums?

highest possibility yes

snobnoose masterrace

someday i might even give you the .cs to use the weapon

89
Gallery / Re: useless t+t edits
« on: February 09, 2015, 09:26:19 AM »
the 800x90=72k dmg magnum is in my original private modded t+t
pm me if u want it

90
Gallery / useless t+t edits
« on: February 09, 2015, 07:54:18 AM »
o hi didnt know that people would want to look around here, ur rly too curious

wich u like
===============================

===============================
op
===============================

===============================
this shotgun is only availabl 4 downlod... it is in the normal t+t shotgun skins but bushi told me he was too lazy to fix it so here u go!!111

link: http://dc174.2shared.com/download/kS5aH3J3/Weapon_Skins_Shotgun.zip?tsid=20150209-135241-12c1b2b5
===============================

===============================
ah wel thats it, i hav another one but its just a dual smgs replaced with the grey t+t smg... btw theyre all functional :D

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