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Topics - ryan31394

Pages: 1 [2] 3
16
Suggestions & Requests / Seige weapons
« on: January 23, 2008, 06:51:50 AM »
I need some seige weapons and thought of some ideas. It would be cool to have a war hammer (you know the huge sledge hammers the size of your body) so that it hits slower but is an instant kill and if you hit bricks with it there is a small explosion so that it can tak out say a 4x4 area each time it hits, and maybe a ladder that they carry then drop it down on the wall and can then climb up, or maybe just a hookshot with a crosbow model. Also is there any way that someone can make a script so that exploded bricks don't respawn? Cause thisĀ  kinda annoys me when you're trying to destroy somethin -_- Anyway if I get ANY of these i will be happy becauseĀ  they would be good for seige matches and the script would be fun to usae to just destroy an entire city :D

17
Modification Help / in-game problem
« on: January 22, 2008, 07:52:35 AM »
Hey, im having this problem and i need to now how to fix it. What's happening is that the the script shows up in the addons section where you check stuff on and off, but when I check it, it doesn't appear in-game when I use the wrench. Here's the code.....i used the example gun from the tutorial and I was just messing around to learn to code.

Code: [Select]
//goldengun.cs

//audio
datablock AudioProfile(goldengunShot1Sound)
{
   filename    = "./sound/gunShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "./sound/arrowHit.wav";
   description = AudioClose3d;
   preload = true;
};


//shell
datablock DebrisData(goldengunShellDebris)
{
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(goldengunFlashParticle)
{
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(goldengunFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "<FlashParticle";
};

datablock ParticleData(goldengunSmokeParticle)
{
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(goldengunSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "goldengunSmokeParticle";
};


//bullet trail effects
datablock ParticleData(bulletTrailParticle)
{
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]     = "0.3 0.3 0.9 0.4";
colors[1]     = "0.5 0.5 0.5 0.0";
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(goldengunExplosionParticle)
{
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]     = "0.9 0.9 0.6 0.9";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 0.25;
sizes[1]      = 1.0;

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


datablock ParticleData(goldengunExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 300;
lifetimeVarianceMS   = 100;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "1 1 0.0 0.9";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 0.2;
sizes[1]      = 0.2;

useInvAlpha = false;
};
datablock ParticleEmitterData(goldengunExplosionRingEmitter)
{
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 = "goldengunExplosionRingParticle";
};

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

   lifeTimeMS = 150;

   particleEmitter = goldengunExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = goldengunExplosionRingEmitter;

   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 = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};


AddDamageType("goldengun",   '<bitmap:add-ons/ci/gun> %1',    '%2 <bitmap:add-ons/ci/gun> %1',0.5,1);
datablock ProjectileData(goldengunProjectile)
{
   projectileShapeName = "./shapes/bullet.dts";
   directDamage        = 100;
   directDamageType    = $DamageType::goldengun;
   radiusDamageType    = $DamageType::goldengun;

   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 = 20;  //max volume of bricks that we can destroy if they aren't connected to the ground

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

   muzzleVelocity      = 90;
   velInheritFactor    = 1;

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

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
};

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

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

//gui stuff
uiName = "goldengun";
iconName = "./ItemIcons/goldengun";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";

// Dynamic properties defined by the scripts
image = goldengunImage;
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(goldengunImage)
{
   // Basic Item properties
   shapeFile = "./shapes/goldengun.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 = BowItem;
   ammo = " ";
   projectile = goldengunProjectile;
   projectileType = Projectile;

casing = goldengunShellDebris;
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 = goldengunItem.colorShiftColor;//"0.400 0.196 0 1.000";

   //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] = goldengunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = goldengunShot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = goldengunSmokeEmitter;
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 goldengunImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}

18
Modification Help / I need help!
« on: January 11, 2008, 06:55:55 AM »
Hey, well this is my first time trying to make an addon. I know I really didn't make it I just changed some stuff on the fireworks script. (mainly cause it looks weird coming from the printer and stuff....
Anyway, the problem is that I have it saved in the addons folder as a cs file and it shows up when I check it off in the addons on Blockland. The problem is that when I go into the game, place a brick, and use the wrench, it does not appear there...... not even its name...... can you help? It uses the wand model instead. Here's the code:


Code: [Select]
//-----------------------------------------------------------------------------
// Script_FireWorksWand
// Copyright (c) SolarFlare Productions, Inc.
//-----------------------------------------------------------------------------

//-----------------------------------------------------------------------------
// Audio

datablock AudioProfile(fireWorksShot)
{
   filename    = "./sound/exitWater.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(fireWorksBoom)
{
   filename    = "./sound/fireWorksBoom.wav";
   description = AudioClose3d;
   preload = true;
};

//-----------------------------------------------------------------------------
// Item

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

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

//gui stuff
uiName = "FWW";
iconName = "base/client/ui/itemIcons/Wand";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";

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

//-----------------------------------------------------------------------------
// Image

datablock ShapeBaseImageData(fireWorksImage)
{
   // Basic Item properties
   shapeFile = "base/data/shapes/wand.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = "0.7 1.2 -0.55";
   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 = BowItem;
   ammo = " ";
   projectile = fireWorks1Projectile;
   projectileType = Projectile;

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

   doColorShift = true;
   colorShiftColor = fireWorksItem.colorShiftColor;//"0.400 0.196 0 1.000";

   //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]     = "Reload";
stateTimeoutValue[2]            = 0.14;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = fireWorksShot;
stateEjectShell[2]              = true;

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

};

function fireWorksImage::onFire(%this,%obj,%slot)
{
   %projectile = "fireWorks" @ getRandom(1, $fireWorksCount) @ "Projectile";

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

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

   MissionCleanup.add(%p);
   return %p;
}

//-----------------------------------------------------------------------------
// FireWorks Types

// FireWork 1

datablock ParticleData(fireWorks1TrailParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.0;
inheritedVelFactor   = 1.0;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/lighting/corona";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.2 0.2 0.9";
colors[1]     = "0.9 0.2 0.2 0.0";
sizes[0]      = 0.15;
sizes[1]      = 0.25;

useInvAlpha = false;
};
datablock ParticleEmitterData(fireWorks1TrailEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "fireWorks1TrailParticle";
};
datablock ParticleData(fireWorks1ExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = 0;
inheritedVelFactor   = 6;
constantAcceleration = 0.0;
lifetimeMS           = 1000;
lifetimeVarianceMS   = 600;
textureName          = "base/lighting/corona";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.2 0.2 0.9";
colors[1]     = "0.2 0.9 0.2 0.9";
colors[2]     = "0.2 0.2 0.9 0.9";
sizes[0]      = 1.6;
sizes[1]      = 1.0;
sizes[2]      = 0.3;

useInvAlpha = false;
};
datablock ParticleEmitterData(fireWorks1ExplosionEmitter)
{
   ejectionPeriodMS = 8000;
   periodVarianceMS = 700;
   ejectionVelocity = 80;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "fireWorks1ExplosionParticle";
};
datablock ExplosionData(fireWorks1Explosion)
{
   soundProfile = fireWorksBoom;

   lifeTimeMS = 150;

   particleEmitter = fireWorks1ExplosionEmitter;
   particleDensity = 150;
   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 = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};
datablock ProjectileData(fireWorks1Projectile)
{
   explosion           = fireWorks1Explosion;
   particleEmitter     = fireWorks1TrailEmitter;

   muzzleVelocity      = 90;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 500;
   fadeDelay           = 200;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod          = 0.0;
   explodeOnDeath      = true;

   hasLight            = false;
   lightRadius         = 3.0;
   lightColor          = "0 0 0.5";
};

// FireWork 2

datablock ParticleData(fireWorks2TrailParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.0;
inheritedVelFactor   = 1.0;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/lighting/flare";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.8 0.2 0.9";
colors[1]     = "0.9 0.8 0.2 0.9";
sizes[0]      = 0.15;
sizes[1]      = 0.25;

useInvAlpha = false;
};
datablock ParticleEmitterData(fireWorks2TrailEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "fireWorks2TrailParticle";
};
datablock ParticleData(fireWorks2ExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = 0;
inheritedVelFactor   = 6;
constantAcceleration = 0.0;
lifetimeMS           = 1000;
lifetimeVarianceMS   = 600;
textureName          = "base/lighting/flare";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.8 0.2 0.9";
colors[1]     = "0.9 0.8 0.2 0.9";
colors[2]     = "0.9 0.8 0.2 0.9";
sizes[0]      = 1.3;
sizes[1]      = 1.0;
sizes[2]      = 0.3;

useInvAlpha = false;
};
datablock ParticleEmitterData(fireWorks2ExplosionEmitter)
{
   ejectionPeriodMS = 8000;
   periodVarianceMS = 700;
   ejectionVelocity = 60;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "fireWorks2ExplosionParticle";
};
datablock ExplosionData(fireWorks2Explosion)
{
   soundProfile = fireWorksBoom;

   lifeTimeMS = 150;

   particleEmitter = fireWorks2ExplosionEmitter;
   particleDensity = 200;
   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 = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};
datablock ProjectileData(fireWorks2Projectile)
{
   explosion           = fireWorks2Explosion;
   particleEmitter     = fireWorks2TrailEmitter;

   muzzleVelocity      = 90;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 500;
   fadeDelay           = 200;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod          = 0.0;
   explodeOnDeath      = true;

   hasLight            = false;
   lightRadius         = 3.0;
   lightColor          = "0 0 0.5";
};

// FireWorks 3

datablock ParticleData(fireWorks3TrailParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.0;
inheritedVelFactor   = 1.0;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/lighting/lightFalloffMono";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.4 0.8 0.4 0.9";
colors[1]     = "0.4 0.4 0.8 0.9";
colors[2]     = "0.8 0.4 0.4 0.9";
sizes[0]      = 0.6;
sizes[1]      = 0.2;
sizes[2]      = 0.3;

useInvAlpha = false;
};
datablock ParticleEmitterData(fireWorks3TrailEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "fireWorks3TrailParticle";
};
datablock ParticleData(fireWorks3ExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = 0;
inheritedVelFactor   = 6;
constantAcceleration = 0.0;
lifetimeMS           = 1000;
lifetimeVarianceMS   = 600;
textureName          = "base/lighting/lightFalloffMono";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.4 0.8 0.4 0.9";
colors[1]     = "0.4 0.4 0.8 0.9";
colors[2]     = "0.8 0.4 0.4 0.9";
sizes[0]      = 1.3;
sizes[1]      = 1.0;
sizes[2]      = 0.3;

useInvAlpha = false;
};
datablock ParticleEmitterData(fireWorks3ExplosionEmitter)
{
   ejectionPeriodMS = 8000;
   periodVarianceMS = 700;
   ejectionVelocity = 20;
   velocityVariance = 1.0;
   ejectionOffset   = 10;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "fireWorks3ExplosionParticle";
};
datablock ExplosionData(fireWorks3Explosion)
{
   soundProfile = fireWorksBoom;

   lifeTimeMS = 150;

   particleEmitter = fireWorks3ExplosionEmitter;
   particleDensity = 600;
   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 = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};
datablock ProjectileData(fireWorks3Projectile)
{
   explosion           = fireWorks3Explosion;
   particleEmitter     = fireWorks3TrailEmitter;

   muzzleVelocity      = 90;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 500;
   fadeDelay           = 200;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod          = 0.0;
   explodeOnDeath      = true;

   hasLight            = false;
   lightRadius         = 3.0;
   lightColor          = "0 0 0.5";
};

// FireWork 4

datablock ParticleData(fireWorks4TrailParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.0;
inheritedVelFactor   = 1.0;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.2 0.2 0.9 0.9";
colors[1]     = "0.2 0.2 0.9 0.0";
sizes[0]      = 0.15;
sizes[1]      = 0.25;

useInvAlpha = false;
};
datablock ParticleEmitterData(fireWorks4TrailEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "fireWorks4TrailParticle";
};
datablock ParticleData(fireWorks4ExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = 0;
inheritedVelFactor   = 6;
constantAcceleration = 0.0;
lifetimeMS           = 1000;
lifetimeVarianceMS   = 600;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.2 0.2 0.9 0.9";
colors[1]     = "0.2 0.2 0.6 0.9";
colors[2]     = "0.2 0.2 0.9 0.9";
sizes[0]      = 1.6;
sizes[1]      = 1.0;
sizes[2]      = 0.3;

useInvAlpha = false;
};
datablock ParticleEmitterData(fireWorks4ExplosionEmitter)
{
   ejectionPeriodMS = 8000;
   periodVarianceMS = 700;
   ejectionVelocity = 80;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "fireWorks4ExplosionParticle";
};
datablock ExplosionData(fireWorks4Explosion)
{
   soundProfile = fireWorksBoom;

   lifeTimeMS = 150;

   particleEmitter = fireWorks4ExplosionEmitter;
   particleDensity = 150;
   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 = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};
datablock ProjectileData(fireWorks4Projectile)
{
   explosion           = fireWorks4Explosion;
   particleEmitter     = fireWorks4TrailEmitter;

   muzzleVelocity      = 90;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 500;
   fadeDelay           = 200;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod          = 0.0;
   explodeOnDeath      = true;

   hasLight            = false;
   lightRadius         = 3.0;
   lightColor          = "0 0 0.5";
};


$fireWorksCount = 4;

19
Music / Nature Sounds
« on: January 01, 2008, 10:35:24 PM »
Ok here are a couple of sounds that I made for servers where there is nature (rivers, waterfall, fires, etc)! I hope yal like them because I thought it was a pretty good idea and if you think you could make use them for other stuff like in a fireplace in a house or a fountain in front of one! I am also taking requests for NATURE sounds that you would like!
Sound List:
-Water Flowing
-Fire
-Forest

20
Gallery / My Apartment Building
« on: December 19, 2007, 07:44:37 PM »
This is my apartment building. I really like it cause' you can paint anything you want to in your room (the walls ceiling and floor) WITHOUT effecting any other rooms/ the outside of the apartment. Please rate and use CONSTRUCTIVE critCIAm!

21
Suggestions & Requests / Lag Gun
« on: December 12, 2007, 07:17:52 AM »
Okay, I admit it at first this seems handicapped and I am almost sure to get flamed but,...
wouldn't it be awesome if you had a gun, that when you shot somebody, ONLY THAT PERSON started laggin for a set amount of time? And if you shoot them again within the lag time limit, then they would lag even more and they would be forced to lag off??? I don't know why, but I thought that would be hilarious!

22
General Discussion / building a castle...wanna help?
« on: November 17, 2007, 11:22:34 AM »
hey as it sais in the topic name, I am going to build a castle...I would like to know if anyone would like to help...if you would... just say so here, I will add you to the list. pic updates will follow...
P.S. the first three ppl will get admin rights... :cookieMonster:


23
Modification Help / MODELER
« on: November 13, 2007, 09:45:02 PM »
hey guys not sure if this is the right spot but, even if it isn't I would like to say that I am available to make models for sumtin if you need one...the only problem is that I need another person to export...I can find a way to send the sketchup file to you,(yes I use Sketchup like Badspot) maybe by E-mail or sumtin anyway...personally I think im pretty good at sketchup...if I find a pic of a model I mad I will post it...on this thread...

24
Modification Help / Google Sketch Up
« on: November 12, 2007, 07:28:55 PM »
Is it possible to do models for this game on there....just wondering cause im pretty good at it...

25
Gallery / EFSC Clan App =)
« on: November 08, 2007, 10:55:50 PM »
hey this is my EFSC clan application, I hope it's good enough. I didn't take pics of the inside because its not really that cool/good...sooo....here it goes...

26
Help / Invalid Packet 12?
« on: November 05, 2007, 06:24:59 PM »
What is this? Because of this, I can't get on two of the levels i have downloaded! Is  there a DL i need or WHAT??? If so post it or sumtin or give me a reason.

P.S. The two levels are Planets and Ski-Resort...

27
Help / help with GUIs pls
« on: October 17, 2007, 07:55:28 AM »
hey guys i need to know how to use GUIs, I have no idea and im NOT an idiot. When I download and extract them and i do it right, cause the rest of it works, i go into Options>controls and look everywhere!
On the right side, scroll all up and down on the left side ,pls help ci dont know what to dooooo.

28
Help / help with GUIs pls
« on: October 15, 2007, 06:24:52 AM »
Hey i know that to hotkey them you go to options>controls but where is it on there i scrolled all up and down the list and didnt find a place that said bot spawn GUI or Macro Saver GUI.....i need help........
PS.....ill give you cookie....:P

29
Help / what is "Authentification Failed"???
« on: October 01, 2007, 06:49:24 PM »
Ok it has pissed me off for the last time! I want to know why and what this piece of crap is!!!
What is "Authentification Failed" and Why does it keep turning my game off in the middle of my building??? Has someone hacked my Blockland account or WHAT?????!!!!!!!!

30
Gallery / MY HUGE PYRAMID
« on: September 30, 2007, 09:46:11 PM »
hey guys this is my pyramid! It is HUGE!!! The only thing is...the inside is NOT a pyramid...
it is more of a dance club/bar...

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