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Messages - Thé Lord Tony

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1471
Gallery / Re: A viking longship by me and Radioactive
« on: February 14, 2013, 05:47:22 PM »
It is too blocky. It is very nice but would look a lot better if you made it curve in at the front and back instead of being square.

And all good viking ships need shields hanging off the sides


BLOCKland.

I'm fine with his blocky ship.

1472
Modification Help / I need help fixing this QQ glitch.
« on: February 14, 2013, 05:45:10 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;
}

1473
Add-Ons / Re: FN Famas - (awaiting RTB approval)
« on: February 14, 2013, 05:40:57 PM »
It looks so weird with the hands. Also the gun is small enough to look great with  just one hand anyways.

1474
Well they aren't 90s toys, I would know.

1475
Off Topic / Re: Apparently according to lord tony im going to jail.
« on: February 14, 2013, 05:15:50 PM »
Why dont you make a drama about me, seeing as im supposedly bullying you.

1476
Creativity / Re: Lego Stuff
« on: February 14, 2013, 05:12:47 PM »
Lego System is the best god damn theme for Lego ever. Anything before or after that just sucked hard.

1477
Suggestions & Requests / Re: L4B Fix
« on: February 14, 2013, 05:08:52 PM »
...Seriously?
There's more bugs in that than there are in gamemode_zombie holy stuff

On top of that, gamemode_zombie has many weapons/items (propane tank, pipebomb, healpack) bricks (ammo, health locker), functions (built-in ammo system, customizable director) and other content (zombies, downed/revive) that v8 zombies lacks.

Those bugs are nothing compared to the game breaking bugs in the current mod.

It does have the propane tank. Also I never use the pipebomb, I use the pill mod for healing and if I wanted a health locker I'd just use events. I also hate ammo and if I recall the ammo system in the current zombie mod is buggy and doesn't work well.

1478
Off Topic / Re: What if Thé Lord Tony died?
« on: February 14, 2013, 05:00:49 PM »
I'd never die.

1479
Add-Ons / Re: Fall apart upon dying like in the Lego games!
« on: February 14, 2013, 04:57:05 PM »
I really wish you could copy colors.

1480
Off Topic / What if Ephialtes died?
« on: February 14, 2013, 04:56:08 PM »
What would you guys do without RTB? Go back to IGSO, amirite?

1481
All furries are bi or gay. I don't know why a gay man always has some fascination with a furry creature.

1482
Off Topic / Re: What if Badspot dies?
« on: February 14, 2013, 04:44:07 PM »
Blockland would either:

A: Ephialtes or Kompressor will take over.
B: Ephialtes or Kompressor sell blockland to the highest bidder.
C: Roblox buys out Blockland, changes everything and calls it Roblox 2.0 Super fun FREE buildin' 2 the X-TREME!!!!!!!!!!!
D: Blockland will die out.

1483
Suggestions & Requests / Re: L4B Fix
« on: February 14, 2013, 04:40:43 PM »
You can't exactly play v8 zombies with v21

Ummmmmmmmmm you can. I have a working version.

http://forum.blockland.us/index.php?topic=220315.0

1484
Modification Help / Re: Working version of V8 zombies needs bug fixing.
« on: February 14, 2013, 04:40:18 PM »
$5 says brian smith doesn't finish his zombie mod

His mod will be nothing anyways if it doesn't include player zombies and brick killing. Also forced in weapons are a bad idea. I still hate the weapons that come in with Iban's mod and L4B.

1485
Gallery / Re: A viking longship by me and Radioactive
« on: February 14, 2013, 04:17:15 PM »
You're both in Chowder!

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