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Topics - Titanium Man

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181
General Discussion / Portable version problems.
« on: January 03, 2013, 01:10:12 AM »
So the portable version for some reason requires you to enter the key every time you enter the game, which is extremely annoying at school when you have barely time to play. Any way around?

182
Modification Help / 3D sound isn't working
« on: December 31, 2012, 12:09:57 AM »
Code: [Select]
datablock AudioProfile(DubstepRifleShot1Sound)
{
   filename    = "./Shoot.wav";
   description = AudioCloseLooping3D;
   preload = true;
};

datablock AudioProfile(DubstepRifleCharge)
{
   filename    = "./Charge.wav";
   description = AudioCloseLooping3D;
   preload = true;
};

//muzzle flash effects
datablock ParticleData(DubstepRifleFlashParticle)
{
dragCoefficient      = 2;
gravityCoefficient   = 1;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 500;
lifetimeVarianceMS   = 15;
textureName          = "base/data/particles/thinring";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0 0.96 0.11 0.9";
colors[1]     = "0 0.96 0.11 0.9";
sizes[0]      = 1;
sizes[1]      = 2;

useInvAlpha = true;
};
datablock ParticleEmitterData(DubstepRifleFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "DubstepRifleFlashParticle";

   uiName = "DubstepRifle Flash";
};

datablock ParticleData(DubstepRifleSmallFlashParticle)
{
dragCoefficient      = 2;
gravityCoefficient   = 1;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 500;
lifetimeVarianceMS   = 25;
textureName          = "base/data/particles/thinring";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0 0.96 0.11 0.9";
colors[1]     = "0 0.96 0.11 0.9";
sizes[0]      = 0.5;
sizes[1]      = 1;

useInvAlpha = true;
};
datablock ParticleEmitterData(DubstepRifleSmallFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "DubstepRifleSmallFlashParticle";

   uiName = "DubstepRifle Small Flash";
};

datablock ParticleData(DubstepRifleExplosionParticle)
{
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 0.96 0.11 0.9";
colors[1]     = "0 0.96 0.11 0.9";
sizes[0]      = 0.5;
sizes[1]      = 0.75;

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

   useEmitterColors = true;
   uiName = "DubstepRifle Hit Dust";
};


datablock ParticleData(DubstepRifleExplosionRingParticle)
{
dragCoefficient      = 1;
gravityCoefficient   = 0;
inheritedVelFactor   = 0;
constantAcceleration = 1;
lifetimeMS           = 750;
lifetimeVarianceMS   = 50;
textureName          = "base/data/particles/thinring";
spinSpeed = 100;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0 0.96 0.11 0.9";
colors[1]     = "0 0.96 0.11 0.9";
sizes[0]      = 0.2;
sizes[1]      = 0.4;

useInvAlpha = true;
};
datablock ParticleEmitterData(DubstepRifleExplosionRingEmitter)
{
lifeTimeMS = 50;

   ejectionPeriodMS = 0;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 5;
   thetaMax         = 10;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "DubstepRifleExplosionRingParticle";

   useEmitterColors = true;
   uiName = "DubstepRifle Hit Flash";
};

datablock ExplosionData(DubstepRifleExplosion)
{
   //explosionShape = "";

   lifeTimeMS = 150;

   particleEmitter = DubstepRifleExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = DubstepRifleExplosionEmitter;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 3.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};


AddDamageType("DubstepRifle",   '<bitmap:add-ons/Weapon_DubstepRifle/CI_gun> %1',    '%2 <bitmap:add-ons/Weapon_DubstepRifle/CI_gun> %1',0.2,1);
datablock ProjectileData(DubstepRifleProjectile)
{
   projectileShapeName = "./bullet.dts";
   directDamage        = 15;
   directDamageType    = $DamageType::DubstepRifle;
   radiusDamageType    = $DamageType::DubstepRifle;

   brickExplosionRadius = 1;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 25;
   brickExplosionMaxVolume = 7;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 7;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse      = 750;
   verticalImpulse   = 750;
   explosion           = DubstepRifleExplosion;
   particleEmitter     = DubstepRifleExplosionRingEmitter;

   muzzleVelocity      = 100;
   velInheritFactor    = 1;

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

   hasLight    = true;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";

   uiName = "";
};

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

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

//gui stuff
uiName = "Dubstep Rifle MK-1";
iconName = "./Icon";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(DubstepRifleImage)
{
   // Basic Item properties
   shapeFile = "./DubstepRifle.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 = DubstepRifleProjectile;
   projectileType = Projectile;

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

   doColorShift = true;
   colorShiftColor = DubstepRifleItem.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]  = "Charge";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2] ="Charge";
stateTransitionOnTimeout[2]     = "Fire";
stateTimeoutValue[2]            = 1.86;
stateWaitForTimeout[2] = true;
stateSound[2] = DubstepRifleCharge;
stateEmitter[2] = DubstepRifleSmallFlashEmitter;
stateEmitterTime[2] = 1.5;
stateTransitionOnTriggerUp[2]   = "Ready";

stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "Fire";
stateTransitionOnTriggerUp[3]   = "Ready";
stateTimeoutValue[3]            = 0.07;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;
stateEmitter[3] = DubstepRifleFlashEmitter;
stateEmitterTime[3] = 0.1;
stateEmitterNode[3] = "muzzleNode";
stateSound[3] = DubstepRifleShot1Sound;

stateName[4] = "Reload";
stateTransitionOnTriggerDown[4]  = "Fire";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "Ready";
};

The weapon works fine and all, but the sound isn't 3d. It plays at the same volume even if are far away from the weapon, then simply cuts off at a certain distance. I really need it to be 3d.

183
Modification Help / how to make screen shake?
« on: December 30, 2012, 03:09:49 PM »
How do you make the screen shake when you fire a projectile?

And also, could someone explain to me how projectile spread works and how to use it?

184
General Discussion / what was that add-on called?
« on: December 29, 2012, 09:57:38 PM »
I remember that it was this yellow weapon that played an orchestral song while spewing out rockets and bullets and a bunch of projectiles.

Anyone remember what it is called and if you can provide a link to it?

185
Off Topic / 200th page in clan discussion
« on: December 28, 2012, 01:39:29 AM »
Celebrate by making clan chowder

186
Off Topic / want a prize
« on: December 28, 2012, 12:58:28 AM »
guess what town and country i live in to get a fabulous steam gift!

187
Games / SimCity
« on: December 27, 2012, 02:53:24 AM »
Coming March 5, 2013

Overview
SimCity is a city simulation game with infinite possibilities. It is the sixth major release of the Simcity series. Using a new engine called "GlassBox", the depth of simulation has been been deepened further. Unlike previous installments, everything you see on screen is simulated - from roads to the individual person. Manipulate power, water, taxes, costs, education, transportation and see how your sims react. Maybe you want to build a casino city? Fine. A high wealth and highly educated technological city? All possible! Every action you take affects the game.

Multiplay
For the first actually second time ever, you are able to play with your friends and family! You can benefit from neighboring cities by trading resources (water, power), and the negative things can impact neighboring too! High crime in your city? Watch them rob your friends banks! Fire in your city? Friends fire trucks are on the way! There is also a global market with fluctuating prices. Your city not only impacts your game, but everyone's.

Some pictures




188
I would love default buildable vehicles. If Badspot could implement it with events, lights, items, etc, that would be real nice.

189
Off Topic / Pho soup
« on: December 24, 2012, 06:50:15 PM »
discuss the soup of the gods

190
Suggestions & Requests / dubstep themed warfare pack
« on: December 23, 2012, 02:27:46 PM »
dubstep themed warfare pack, weapons and vehicles that shoot dubstep lasers

I can make it if you guys really want it

191
Off Topic / check out my little brothers new video
« on: December 23, 2012, 03:13:52 AM »

192
Off Topic / Does this exist
« on: December 23, 2012, 01:24:55 AM »
A program that converts sound and music into notes to print out into sheet music?

193
Games / Suggest me games
« on: December 22, 2012, 11:47:21 PM »
Suggest me games that are not to heavy (no Bf3, Call of dootie), and that can play off a USB stick. I want to play some games at school while I am bored, and if I get caught playing a "violent game", I may get detention and stuff. I already have Blockland.

194
Off Topic / I dont get it
« on: December 21, 2012, 03:49:06 AM »
how can games that werent released yet get awards? Like simcity, its half a year till it comes out but it won 26 awards already

i dont get it what if it is bullstuff when released?

195
Off Topic / horse.avi
« on: December 19, 2012, 04:23:19 AM »

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