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Topics - Romulus of the sky

Pages: 1 [2]
16
Help / Blockland in faded color.
« on: October 01, 2013, 07:40:43 PM »
I joined my server and suddenly- BAM! Every color is faded, this includes GUIs and RTB. I thought it was my computer but everything else is fine.

Anyone know the cause of it?

Also, Screen-shots I took appear fine.

17
Help / Players not spawning in spawnroom.
« on: September 13, 2013, 01:57:23 PM »
I have a spawn room in my build but players won't spawn in it. They still spawn outside the save. Any ideas what could be going on?

18
Help / Mono .ogg files still have stereo sounds?
« on: August 26, 2013, 03:50:14 PM »
So I've been trying to use http://www.coolutils.com/Online/Audio-Converter/ to convert .mp3s to .ogg mono files, however, when I finish converting, Blockland still detects stereo sounds.

What am I doing wrong?

19
Help / Can anyone identify this brick pack?
« on: August 26, 2013, 12:19:41 PM »
Here:


21
Off Topic / Overedited / Frag video Parodies
« on: August 26, 2013, 10:32:45 AM »
These are the best.

Link to my play-list.
http://www.youtube.com/playlist?list=PLHMII9HsX8Y9olZsXSQPhpMNVgErKzUXz

If you find any others, post a link.

Bonus points for Seizures and Lens Flare!

22
Music / [Requests] I don't know how to music.
« on: August 26, 2013, 09:58:25 AM »
Hey, can someone convert (do everything) for me?

https://www.youtube.com/watch?v=M6nGWtvW2ro 0:58 - 1:37
https://www.youtube.com/watch?v=uemf9RcEqe0 ) 0:44 - 1:05

23
Help / JVS is admins only
« on: August 24, 2013, 09:13:02 PM »
When other players that are not admin attempt to use JVS, it seems to just clear the events for them. They then say that the brick is admin only and either beg me for admin or I have to put a door down for them.

Is there anything I'm missing here?

24
Off Topic / Potato Chip Flavor Suggestions.
« on: August 15, 2013, 11:25:09 PM »
Yo. I got bored, and hungry. What delicious creativity can we think of?

(Example Below)

-Garlic Crouton
-Vinegar & Vinegar
-Buffalo Wings
-Bacon

25
Modification Help / Multipile projectiles help.
« on: July 31, 2013, 10:17:52 PM »
I'm trying to give a weapon the ability to fire (basically buckshot), I need help editing the code to give it that ability.

Below is the full code, (Yes I know it's nekram's I'm just improving it for personal use)

Code: [Select]
AddDamageType("ww2_Ithaca37",   '<bitmap:add-ons/weapon_9a91/ci> %1',    '%2 <bitmap:add-ons/Weapon_9a91/ci> %1',0.2,1);
datablock ProjectileData(ww2_Ithaca37Projectile)
{
   projectileShapeName = "add-ons/weapon_gun/bullet.dts";
   directDamage        = 18;
   directDamageType    = $DamageType::ww2_Ithaca37;
   radiusDamageType    = $DamageType::ww2_Ithaca37;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;         
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;         
   brickExplosionMaxVolumeFloating = 2; 

   impactImpulse      = 400;
   verticalImpulse   = 400;
   explosion           = gunExplosion;
   particleEmitter     = "";

   muzzleVelocity      = 200;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 1.0;

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

datablock ItemData(ww2_Ithaca37Item)
{
category = "Weapon";
className = "Weapon";

shapeFile = "./models/Ithaca37.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

uiName = "Ithaca 37";
iconName = "./Icon";
doColorShift = false;
colorShiftColor = "1.00 1.00 1.00 1.000";

image = ww2_Ithaca37Image;
canDrop = true;
};

datablock ShapeBaseImageData(ww2_Ithaca37Image)
{
   shapeFile = "./models/Ithaca37.dts";
   emap = true;
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = 0;
   rotation = eulerToMatrix( "0 0 0" );
   correctMuzzleVector = true;
   className = "WeaponImage";
   item = BowItem;
   ammo = " ";
   projectile = ww2_Ithaca37Projectile;
   projectileType = Projectile;

casing = WW2ShotgunShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;

   melee = false;
   armReady = true;

   doColorShift = false;
   colorShiftColor = ww2_Ithaca37Item.colorShiftColor;

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] = WW2muzzleFireEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = ShotgunFireSound;

stateName[3] = "Smoke";
stateSequence[3] = "Reload";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.7;
stateEjectShell[3]       = true;
stateSound[3] = ShotgunroosterSound;
stateTransitionOnTimeout[3]     = "Reload";

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

};

function Ithaca37Image::onFire(%this,%obj,%slot)
{
if((%obj.lastFireTime+%this.minShotTime) > getSimTime())
return;
%obj.lastFireTime = getSimTime();
     
%obj.setVelocity(VectorAdd(%obj.getVelocity(),VectorScale(%obj.client.player.getEyeVector(),"-3")));
%obj.playThread(2, plant);

%projectile = %this.projectile;
%spread = 0.0015;
%shellcount = 3;

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;
}


datablock ShapeBaseImageData(ww2_Ithaca37Image2)
{
shapeFile = "./models/Ithaca37.dts";
   emap = true;
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = "0.000001 +0.100001 -0.000001";
   rotation = "";
   correctMuzzleVector = true;
   className = "WeaponImage";
   item = BowItem;
   ammo = " ";
   projectile = ww2_Ithaca37Projectile;
   projectileType = Projectile;
casing = WW2ShotgunShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;

   melee = true;
   armReady = true;

   doColorShift = false;
   colorShiftColor = ww2_Ithaca37Item.colorShiftColor;

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] = WW2muzzleFireEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = ShotgunFireSound;

stateName[3] = "Smoke";
stateSequence[3] = "Reload";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.7;
stateEjectShell[3]       = true;
stateSound[3] = ShotgunroosterSound;
stateTransitionOnTimeout[3]     = "Reload";

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

};

function Ithaca37Image2::onFire(%this,%obj,%slot)
{
if((%obj.lastFireTime+%this.minShotTime) > getSimTime())
return;
%obj.lastFireTime = getSimTime();
     
%obj.setVelocity(VectorAdd(%obj.getVelocity(),VectorScale(%obj.client.player.getEyeVector(),"-3")));
%obj.playThread(2, plant);

%projectile = %this.projectile;
%spread = 0.0015;
%shellcount = 3;

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;
}

package ww2_Ithaca37imageSwitch
{
function Armor::onTrigger(%this,%obj,%slot,%val)
{
Parent::onTrigger(%this,%obj,%slot,%val);
if(%slot == 4 && %val)
{
if(%obj.getMountedImage(0) == ww2_Ithaca37Image.getID())
{
%obj.updateArm(ww2_Ithaca37Image2);
%obj.mountImage(ww2_Ithaca37Image2,0);
}
else if(%obj.getMountedImage(0) == ww2_Ithaca37Image2.getID())
{
%obj.updateArm(ww2_Ithaca37Image2);
%obj.mountImage(ww2_Ithaca37Image,0);
}
}
}
};
activatePackage(ww2_Ithaca37imageSwitch);




So where do I need to put what?

26
Off Topic / I visited my old profile...
« on: July 26, 2013, 04:49:42 PM »
Today, I visited my old profile that got perma'd. I re-read all of my posts that I made...

Was I even thinking when I was posting?
I never think, lol.... Kidding...
I mean, Damn...

27
AoT General / My Age of Time has no sound.
« on: July 26, 2013, 03:42:32 PM »
I've been playing AoT for the past couple of days, I've checked the options but everything seems to be in order, I am using the WINE emulator on Linux Ubuntu. Can anyone help?


I may be grat, but there is so much I can do...

28
This has pondered me recently, I have had Bockland since 2008 and still play it often.

I did dissappear after my old Forums ID was banned back in 2009 and I've tried to get a new one up till now.

Anyway, instead of telling my life story, My ID is 11001. Pretty low compared to the 42,000's?

Also put your ID because.... because.... uhm... because horse 5 banana yesterday.

29
Help / Does v21 enforce minigames?
« on: April 14, 2013, 09:08:02 AM »
I was wondering if v21 had an enforce minigame option, I can't seem to find it, but I may just be missing it.

I've had this game since v8. I disappeared around v18 up until around the release of v21.

If there isn't an enforce minigame option, then what add-on would be the best for it?

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