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Topics - Stratofortress

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106
Add-Ons / AWM/AWP Sniper Rifle
« on: November 19, 2008, 09:09:50 AM »
AWM sniper Rifle
A sniper rifle with normal(2 hit) and headshot(1 hit) kills

Description
A sniper rifle with normal(2 hit) and headshot(1 hit) kills.

- Headshot kill
- Bolt action animations
- CI and weapon Icons
- Counter Strike sounds(fixed the loud noise)

Please dont be starting arguments about its name.
Screenshots

Download
Weapon_Awm.zip (Last Updated: Wed Nov 19, 2008 6:09 am)

Installation
Put Weapon_Awm.zip into the Add-Ons folder in your Blockland folder.

Click Here to view this file on the RTB Download Manager

107
Off Topic / Obama or McCain?
« on: November 12, 2008, 10:28:49 PM »
Barack Obama's Myspace

John McCain's Myspace

-------------------------------------------------------------------------------

Wow Obama has has 908508 friends?
and how the hell does Mccain have a myspace?

108
Creativity / Too Black and Rebelling
« on: November 12, 2008, 08:42:42 PM »
I wrote this song for my English class about the civil rights movement(WHY???)
I thought it was kinda amusing so I'm posting it. Its based off "Weird Al" Yankovic - White & Nerdy
(BTW Im not black.)


They see me sittin' the bus stop
I know they're all thinkin' Im so
 Black and Rebelling

Think I'm just too Black and Rebelling
Think I'm just too Black and Rebelling
Cant you see Im Black and Rebelling
Look at me Im Black and Rebelling

I wana sit with the white man
But so far they all think Im too
Black and Rebelling

Think I'm just too Black and Rebelling
Think I'm just too Black and Rebelling
Im just too Black and Rebelling
Really, really Black and Rebelling

Asked to get up for the man in white
I sat there and said "No" in polite
The cops came and told me my rights
Keep your crap, I sit where I like
I never leave my seat, to the contrary
You'll find Im quite stationary
All of my actions were extraordanary
Got my name on a library

Segregation is everywhere you cant run
MLK made me his number one
I didn't boycott just for fun
My words were my only gun
R.E.S.P.E.C.T is my favorite theme song
When you drive by it was just soo wrong
Sittin in my cell waiting for after on
That's when MLK came to sing my song
Here's the part where he sang on...

You see my Marchin, in DC
But so fat they all think Im too
Black and Rebelling

Think Im just too Black and Rebelling
Think Im just too Black and Rebelling
Cant you see me Black and Rebelling
Look at me Im Black and Rebelling

I wana fight for, the rights of,
My brothers fighting along side me

Think Im just too Black and Rebelling
Think Im just too Black and Rebelling
Look what you did now Im Black and Rebelling
That's how I got so Black and Rebelling

I been browsin', seeing "colored only"
You know their everywhere
The pens in my pocket, Preaching without swear
Stirring up conflict in the media
Im in Wikipedia
I memorized the Holy Bible really well
The kool kids klub in the neighborhood were like G-T-F-O-L-O-L

I'm rebelling in the extreme
But I had a dream

Only question I ever thought was hard
was "Will I accomplish what it says on my card?"
Spent every weekend voicing really well
Assasinated outside my motel

I wana eat with the white man
But oh well, it's obvious Im
Black and Rebelling

Think Im just too Black and Rebelling
Think Im just too Black and Rebelling
Im just too Black and Rebelling
Look at me Im Black and Rebelling

They see me strollin', they're laughin'
And rollin' their eyes I'm so
Black and Rebelling

Just becuase Im Black and Rebelling
Just because Im Black and Rebelling
All because Im Black and Rebelling
Holy cow Im Black and Rebelling









109
Games / Gmod9 question...
« on: November 11, 2008, 10:54:39 PM »
When you download Gmod 9, Do you need  λ² and CS:S to run it? I only have CS:S and  λ²:DM. Also, when I installed Gmod, it wont show up in game library.

110
Add-Ons / Rocket Porpelled Grenade
« on: November 10, 2008, 11:50:31 PM »
Rocket Propelled Grenade
You wouldn't want to be in that helicopter if your in front of me.

Description
2 hit kills a jeep or tank. Its strength is offset by its weakness(slow projectile)

Screenshots

Download
weapon_rpg7.zip (Last Updated: Tue Nov 11, 2008 2:13 pm)

Installation
Put weapon_rpg7.zip into the Add-Ons folder in your Blockland folder.

Click Here to view this file on the RTB Download Manager

111
Add-Ons / M35 Transport Vehicle
« on: November 10, 2008, 03:43:06 PM »
M35 Transport Vehicle
a M35 with 7 mount points

Description
A 10 wheeled transport vehicle for 7 people.


Screenshots

Download
Vehicle_m35.zip (Last Updated: Mon Nov 10, 2008 12:42 pm)

Installation
Put Vehicle_m35.zip into the Add-Ons folder in your Blockland folder.

Click Here to view this file on the RTB Download Manager

112
Suggestions & Requests / Old RTB style Items?
« on: November 10, 2008, 01:22:25 AM »
I'm getting tired of using commands to put a hat on. Why cant we do it the old RTB way where you have it in your inventory?

113
Maps / [PORT]RTB Kitchen *fixed cant build on floor
« on: November 09, 2008, 11:05:59 PM »
RTB Kitchen
Ahh, the good old days...

Description
Ahh, the good old days... I still couldn't figure out the picture under the toaster was.

Screenshots

Download
Map_RTBkitchen.zip (Last Updated: Mon Nov 10, 2008 1:36 pm)

Installation
Put Map_RTBkitchen.zip into the Add-Ons folder in your Blockland folder.

Click Here to view this file on the RTB Download Manager

114
Add-Ons / Desert Eagle
« on: November 09, 2008, 02:01:15 PM »
Desert Eagle
A strong pistol with headshot kill.

Description
-A stronger pistol(3 hit kill)
-faster rate of fire
-headshot kill
-headshot and normal kill icons.

Screenshots

Download
Weapon_Deagle.zip (Last Updated: Sun Nov 09, 2008 11:00 am)

Installation
Put Weapon_Deagle.zip into the Add-Ons folder in your Blockland folder.

Click Here to view this file on the RTB Download Manager

115
Off Topic / <iframe> question...
« on: November 06, 2008, 05:59:14 PM »
How do you make an <iframe> that only allows you to scroll up and down? Or is there something you need to do to the target html... Tried google but nothing came up.

116
Forum Games / Infomaniacs
« on: November 05, 2008, 12:27:49 AM »

Ex.


---------------------------Template------------------------
Font: Courier New, Bold
Size:8px

117
Off Topic / Obama's Assasination
« on: November 04, 2008, 11:32:07 PM »
Me thinks he's going to be assasinated or attemped.

118
Off Topic / OBAMA OBAMA OBAMA OBAMA OBAMA
« on: November 04, 2008, 10:55:56 PM »
OBAMA OBAMA OBAMA OBAMA OBAMA OBAMA OBAMA OBAMA OBAMA OBAMA OBAMA OBAMA  win

119
Modification Help / Vehicle with mounted guns
« on: November 04, 2008, 08:32:10 PM »
Can anyone help me with my script? I think v10's tank or events did something to it. Also, I have a mount1 and 2 on the model already.
Code: [Select]
datablock ProjectileData(p51gunProjectile)
{
   projectileShapeName = "./bullet.dts";
   directDamage        = 30;
   directDamageType    = $DamageType::p51gun;
   radiusDamageType    = $DamageType::p51gun;

   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           = gunExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;

   muzzleVelocity      = 120;
   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";


};
function P51vehicle::onadd(%this,%obj)
{
parent::onadd(%this,%obj);

%obj.setWheelTire(0, reartire);
%obj.setWheelTire(1, jeeptire);
%obj.setWheelTire(2, jeeptire);
   %obj.mountImage(p51gunimage,1);
      %obj.mountImage(p51gunn2image,2);
%obj.setWheelSpring(0, P51Spring);
%obj.setWheelSpring(1, P51Spring);
%obj.setWheelSpring(2, P51Spring);

%obj.setWheelSteering(0,1);
%obj.setWheelSteering(1,0);
%obj.setWheelSteering(2,0);

%obj.setWheelPowered(0,true);
   %obj.setWheelPowered(1,true);
%obj.setWheelPowered(2,true);
%obj.doorOpen = 1;
    %obj.playThread(0,spin);
}
function P51Vehicle::onTrigger(%this, %obj, %num, %cli, %wha)
{
if(%cli $= 1 && $Sim::Time > %obj.nextDoorTime)
{
if(%obj.doorOpen $= 1)
{
%obj.playThread(1,gearsdown);
%obj.doorOpen = 0;

%obj.setWheelTire(0, emptytire);
%obj.setWheelTire(1, emptytire);
%obj.setWheelTire(2, emptytire);

%obj.setWheelSpring(0, P51sSpring);
%obj.setWheelSpring(1, P51sSpring);
%obj.setWheelSpring(2, P51sSpring);

%obj.setWheelSteering(0,-1);
%obj.setWheelSteering(1,0);
%obj.setWheelSteering(2,0);

%obj.setWheelPowered(0,false);
   %obj.setWheelPowered(1,false);
%obj.setWheelPowered(2,false);
    %obj.playThread(1,spin);
}
else
{
%obj.playThread(1,gearsup);
%obj.doorOpen = 1;

%obj.setWheelTire(0, reartire);
%obj.setWheelTire(1, jeeptire);
%obj.setWheelTire(2, jeeptire);

%obj.setWheelSpring(0, P51Spring);
%obj.setWheelSpring(1, P51Spring);
%obj.setWheelSpring(2, P51Spring);

%obj.setWheelSteering(0,-1);
%obj.setWheelSteering(1,0);
%obj.setWheelSteering(2,0);

%obj.setWheelPowered(0,true);
   %obj.setWheelPowered(1,true);
%obj.setWheelPowered(2,true);
    %obj.playThread(1,spin);


}
%obj.nextDoorTime = $Sim::Time+1;
}
}
datablock ShapeBaseImageData(p51gunImage)
{
   // Basic Item properties
   shapeFile = "./empty.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 1;
   offset = "0 0 0";
   correctMuzzleVector = false;
   className = "WeaponImage";

   projectile = p51gunProjectile;
   projectileType = Projectile;
fireTimeout = 300;

   // Initial start up state
   stateName[0]                     = "Preactivate";
   stateTransitionOnLoaded[0]       = "Activate";
   stateTransitionOnNoAmmo[0]       = "Activate";

   // Activating the gun.  Called when the weapon is first
   // mounted and there is ammo.
   stateName[1]                     = "Activate";
   stateTransitionOnTimeout[1]      = "Ready";
   stateTimeoutValue[1]             = 0.6;
   stateSequence[1]                 = "Activate";

   // Ready to fire, just waiting for the trigger
   stateName[2]                     = "Ready";
   stateTransitionOnNoAmmo[2]       = "Activate";
   stateTransitionOnTriggerDown[2]  = "Fire";

   // Fire the weapon. Calls the fire script which does
   // the actual work.
   stateName[3]                     = "Fire";
   stateTransitionOnTimeout[3]      = "Reload";
   stateTimeoutValue[3]             = 0.2;
   stateFire[3]                     = true;
   stateRecoil[3]                   = LightRecoil;
   stateAllowImageChange[3]         = false;
   stateSequence[3]                 = "Fire";
   stateScript[3]                   = "onFire";

   // Play the relead animation, and transition into
   stateName[4]                     = "Reload";
   stateTransitionOnNoAmmo[4]       = "Activate";
   stateTransitionOnTimeout[4]      = "Ready";
   stateTimeoutValue[4]             = 0.8;
   stateAllowImageChange[4]         = false;
   stateSequence[4]                 = "Reload";
   stateEjectShell[4]               = true;

   // No ammo in the weapon, just idle until something
   // shows up. Play the dry fire sound if the trigger is
   // pulled.
   stateName[5]                     = "Activate";
   stateTransitionOnAmmo[5]         = "Reload";
   stateSequence[5]                 = "Activate";
   stateTransitionOnTriggerDown[5]  = "DryFire";

   // No ammo dry fire
   stateName[6]                     = "DryFire";
   stateTimeoutValue[6]             = 1.0;
   stateTransitionOnTimeout[6]      = "Activate";
};
datablock ShapeBaseImageData(p51gun2Image : p51gunImage)
{
   mountPoint = 2;
};

function P51::onTrigger(%data, %obj, %trigger, %state)
{
   // data = datablock
   // obj = object number
   // trigger = 0 for "fire", 1 for "jump", 3 for "thrust"
   // state = 1 for firing, 0 for not firing
   if(%trigger == 0)
   {
      switch (%state) {
         case 0:
            %obj.fireWeapon = false;
            %obj.setImageTrigger(1, false);
            %obj.setImageTrigger(2, false);
         case 1:
            %obj.fireWeapon = true;
            if(%obj.nextWeaponFire == 0) {
               %obj.setImageTrigger(1, true);
               %obj.setImageTrigger(2, false);
            }
            else {
               %obj.setImageTrigger(1, false);
               %obj.setImageTrigger(2, true);
            }
      }
   }
}

function p51gunImage::onFire(%data,%obj,%slot)
{
   Parent::onFire(%data,%obj,%slot);
   %obj.nextWeaponFire = 1;
   schedule(%data.fireTimeout, 0, "fireNextGun", %obj);   
}

function p51gun2Image::onFire(%data,%obj,%slot)
{
   Parent::onFire(%data,%obj,%slot);
   %obj.nextWeaponFire = 0;
   schedule(%data.fireTimeout, 0, "fireNextGun", %obj);
}

function p51gunImage::onTriggerDown(%this, %obj, %slot)
{
}

function p51gunImage::onTriggerUp(%this, %obj, %slot)
{
}

function fireNextGun(%obj)
{
   if(%obj.fireWeapon)
   {
      if(%obj.nextWeaponFire == 0)
      {
         %obj.setImageTrigger(1, true);
         %obj.setImageTrigger(2, false);
      }
      else
      {
         %obj.setImageTrigger(1, false);
         %obj.setImageTrigger(2, true);
      }
   }
   else
   {
      %obj.setImageTrigger(1, false);
      %obj.setImageTrigger(2, false);
   }
}

function ShapeBaseImageData::onFire(%data, %obj, %slot)
{
%projectile = p51gunprojectile;

%muzzleVector = %obj.getMuzzleVector(%slot);
   %objectVelocity = %obj.getVelocity();
   
   %muzzleVelocity = VectorAdd(
      VectorScale(%muzzleVector, %projectile.muzzleVelocity),
      VectorScale(%objectVelocity, %projectile.velInheritFactor));
   
   %vehicle = 0;
   
       %p = new (%data.projectileType)() {
         dataBlock        = p51gunprojectile;
         initialVelocity  = %muzzleVelocity;
         initialDirection = %obj.getMuzzleVector(%slot);
         initialPosition  = %obj.getMuzzlePoint(%slot);
         sourceObject     = %obj;
         sourceSlot       = %slot;
         vehicleObject    = %vehicle;
      };
 
   if (isObject(%obj.lastProjectile) && %obj.deleteLastProjectile)
      %obj.lastProjectile.delete();

   %obj.lastProjectile = %p;
   %obj.deleteLastProjectile = %data.deleteLastProjectile;
   
   MissionCleanup.add(%p);
 
   return %p;
}

120
Off Topic / Zoneark's new avatar
« on: November 02, 2008, 01:00:52 AM »

Discuss

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