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Topics - Thé Lord Tony

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76
General Discussion / Am I the only one who doesn't unrender bricks?
« on: February 27, 2013, 08:41:19 AM »
I try building the old fashion way. I like to make sure everything connects properly. Other people just get lazy and instead just unrender a few bricks. It feels cheap to me and besides. I hate looking at unrendered brick lines whenever I pop a tool out and I know I don't want people on my server being able to see those lines too. I even have mods that disables unrender use.

What about you, do you not like using unrender either? I like all my bricks showing up naturally.

77
Off Topic / My Rock Lord is cooler than yours!
« on: February 26, 2013, 01:29:29 AM »


Look at what my Rock Lord can do!

78
Off Topic / This is my 1,001 post!
« on: February 23, 2013, 06:51:00 AM »
Such a milestone indeed to have 1,001 posts. Exactly 1,001. It doesn't get more awesome than that.

79
Drama / Psychomutt is getting kind of creepy.
« on: February 21, 2013, 03:55:49 AM »
He wants to hurt people for no reason, all his pets keep dying, he chopped up a lizard, he put a firecracker up his mouse's butt, he keeps saying disturbing things, he has anger issues and he spends his free time hallowing out books to store weapons inside. Anyone else starting to feel creeped out by psychomutt?

I have a bit of a problem.

I see random people, or people I know, and I just want to... Hurt them inside, for some apparent reason. I want to offend them, and I don't even know why.

Like, I'll see some lady with a baby, or a child, and I'll think to myself hmmm... I wonder what would happen if I killed that woman's baby...

I will sit there, and think of ways to offend another.

Is this normal?

OH i remember this one time i choped up a lizard.

i also choped off a piece of my finger trying to put together a little foose table once.

he thinks I have problems, anger issues

well, one time I had this little dog, and it climbed under the fence and got ripped in half by a bigger dog. the owner of the bigger dog just gave me the dog back like, "okay, here's your dog."

Likely story. His mouse just exploded and his lizard didn't grow back after being chopped up to death, now this?

I keep having strange dreams about my dead pets.

i'd rather kill people than animals.

I also got suspended another time for barking like a dog when I accidentally tripped in the classroom.

well, I didn't cry, but I was a bit angry. basically everything I touch dies. :<





home-made weapons, weapons you bought, weapons you think are cool. yeah. 
I made this is class.



I cut out a book to store supplies, and weapons in so the teacher doesn't flip on me. I'm still working on it.





This is not a face you can trust

80
Off Topic / Turtle Beach p11 headset forgeted up.
« on: February 20, 2013, 06:46:56 PM »
So here's what happened, I noticed the microphone rotation thing was incredibly slow on the left side of my headset. Then I noticed the left slide adjuster was jammed. So I unjammed the left slider with force. Now my loving right ear of the headset doesn't Emmit sound.

What do I do?

82
Suggestions & Requests / Jetpack system - needs scripter
« on: February 20, 2013, 10:55:52 AM »
I believe I suggested this before but no one made it. While someone DID make a jetpack it worked like a stuffty airplane. What I want is a jetpack that works like player jets but with limited fuel.

So you're playing in a no-jet minigame and you find a jetpack on the ground. You can use the jetpack like you would with regular jets. Only this time it's temporary and you have to keep finding other jetpacks on the ground to refuel it. (Similar to Duke Nukem 3D)



In prefs you could set options like how much jet fuel it has and the consumption rate and toggle refueling.

I guess you could add an option to make the jetpack explode when shot at with a projectile.



I personally find this as a better alternative if you want people to use jets around your builds but have them in a much more limited way. Leap-jet/fuel-jet automatically refuel by themselves and you spawn with them. Now with this you have to find the jetpack and you can't refuel it unless you find another jetpack.

83
Suggestions & Requests / V8 headshot mod.
« on: February 19, 2013, 02:12:15 PM »
I was wondering if anyone had that old v8 headshot mod or something similar that actually works? Not looking for anything fancy, I don't want to start seeing "crit" icons popping up or anything.

84
Off Topic / Obama caused the Russian meteor
« on: February 18, 2013, 01:38:36 PM »


Can't beat this logic.

85
Suggestions & Requests / left/right guns akimbo
« on: February 16, 2013, 10:29:45 PM »
Why not a SMG in one hand a sawed-dual in the other?
Would make a little more sense

Corporation gave me this idea. I'd like to see something like this BUT include a left and right mouse click attack function. Left mouse fires the SMG and right mouse fires the sawed off shotgun.

It won't be compatible with jets but who the forget actually uses jets in first person shooting games?

86
Off Topic / I'm looking for Twisted Metal 1 & 2 soundtracks.
« on: February 16, 2013, 10:16:11 PM »
Can someone look for me the Twisted Metal 1 & 2 soundtracks? I need them so I can put it into my Twisted Metal 2012 game. Twisted Metal World Tour had the best soundtrack.

Do not forget to include this.
http://www.youtube.com/watch?v=-fDfwpghvcg

87
Suggestions & Requests / LEGO PRINT PACKS!
« on: February 15, 2013, 12:18:52 PM »
There are a few print bricks I've wanted that I'm surprised no one made before like:

1x2 print brick with it's own category
1x4 print brick with it's own category
1x4f print brick with it's own category
2x2 print brick with it's own category



Then there is some more complicated bricks like:

Flag brick prints that share with the 2x2f category
2x8 print bricks with their own category
1x6 or 1x8 print bricks with their own category
cone print bricks
umbrella shaped print bricks
sign shaped print bricks
roof shaped print bricks



Here's everything I want and more.


Flags.
Print Window decals. (yes someone made print windows but not many prints in existence).
Roofs
2x2f
1x4
2x2
4x4x4
etc


These are all the print ideas I could find at the moment. I'm still looking for computers, playing cards, food stuff, street signs, buisness signs, etc.
Anything lego for prints is basically what I want. I even have my own personal lego print pack which I could share but there is not many prints in it.

88
Off Topic / -wrong board.-
« on: February 15, 2013, 12:11:00 PM »
Wrong board.

89
Modification Help / I need help fixing this QQ glitch.
« on: February 14, 2013, 04:45:10 PM »
I tried preventing the QQ glitch in this revolver before but it just doesn't seem to work. Can anyone help?

Code: [Select]
// Sound

datablock AudioProfile(sfRevolverShotSound)
{
   filename    = "./revolverShot.wav";
   description = AudioClose3d;
   preload = true;
};

if(!isObject(bulletHitSound))
{
   datablock AudioProfile(bulletHitSound)
   {
      filename    = "add-ons/Weapon_Gun/bulletHit.wav";
      description = AudioClose3d;
      preload = true;
   };
}

//-----------------------------------------------------------------------------
// Muzzle Flash

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

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

//-----------------------------------------------------------------------------
// Explosion  Particles

datablock ParticleData(sfRevolverExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = 1;
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 0.9 0.3";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.75;

useInvAlpha = true;
};

datablock ParticleEmitterData(sfRevolverExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "sfRevolverExplosionParticle";
};

datablock ParticleData(sfRevolverExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 50;
lifetimeVarianceMS   = 35;
textureName          = "base/data/particles/star1";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "1 1 0.0 0.9";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 1;
sizes[1]      = 0;

useInvAlpha = false;
};

datablock ParticleEmitterData(sfRevolverExplosionRingEmitter)
{
lifeTimeMS = 50;

   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "sfRevolverExplosionRingParticle";
};

//-----------------------------------------------------------------------------
// Explosion

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

   lifeTimeMS = 150;

   particleEmitter = sfRevolverExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = sfRevolverExplosionRingEmitter;

   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";
};

//-----------------------------------------------------------------------------
// Projectile

AddDamageType("sfRevolver", '<bitmap:add-ons/Weapon_SFRevolver/CI_sfRevolver> %1', '%2 <bitmap:add-ons/Weapon_SFRevolver/CI_sfRevolver> %1', 0.2, 1);

datablock ProjectileData(sfRevolverProjectile)
{
   projectileShapeName = "add-ons/Weapon_Gun/bullet.dts";
   directDamage        = 50;
   directDamageType    = $DamageType::SFRevolver;
   radiusDamageType    = $DamageType::SFRevolver;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground
  
   impactImpulse     = 400;
   verticalImpulse  = 400;
   explosion           = sfrevolverExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;

   muzzleVelocity      = 200;
   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(sfRevolverItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

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

//gui stuff
uiName = "Revolver";
iconName = "./icon_sfRevolver";
doColorShift = false;

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

//-----------------------------------------------------------------------------
// Weapon Image

datablock ShapeBaseImageData(sfRevolverImage)
{
   // Basic Item properties
   shapeFile = "./revolver.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 = sfRevolverProjectile;
   projectileType = Projectile;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
minShotTime = 1000;   //minimum time allowed between shots (needed to prevent equip/dequip exploit)


   doColorShift = false;

   //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] = sfRevolverFlashEmitter;
stateEmitterTime[2] = 0.06;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = sfRevolverShotSound;
stateEjectShell[2]               = true;

stateName[3]                     = "Smoke";
stateEmitter[3] = sfRevolverSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]             = 0.5;
stateTransitionOnTimeout[3]      = "Reload";

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

};

//-----------------------------------------------------------------------------
// Script

function SFRevolverImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
%projectile = %this.projectile;
%spread = 0.00185;
%shellcount = 1;

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);
}
return %p;
}

90
Off Topic / What if Ephialtes died?
« on: February 14, 2013, 03:56:08 PM »
What would you guys do without RTB? Go back to IGSO, amirite?

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