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Suggestions & Requests / Re: make a new vehicle / weapon
« on: May 06, 2009, 10:29:31 PM »
my b17 does that ;D
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Stop maing guns, everyone makes vehicle, stop making vehicles, everyone makes guns. See the pattern? Removing guns removes the balance. With no more guns being made, there will be moreand more crappy vehicles.Accully, vehicles depend more on it's looks not the script they use.
Sorry, but we don't need any more guns. As much as you might want these, we have way too many already. Maybe a new type of futuristic gun (although we already have about 5) or an interesting gun-type weapon such as the Flak Launcher, but not a bunch of clone guns that do not add anything new to gameplay. See Space Guy's Weapons topic in Drama.
The most popular kinds of weapons seem to come in several generic kinds, all of which I seriously hate.More like an opinion.

function MolotovroostertailProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
%player = %obj;
%client = %obj.client;
if(isObject(%player.client.minigame))
{
continuousDamage(%obj,%pos,%this.damageRadius,%this.radiusDamage,"molotovfire",0,10000);
}
return;
}
function continuousDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse,%duration)
{
radiusDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse);
if (%duration<0) return;
schedule(200,0,"continuousDamage",%sourceObject, %position, %radius, %damage, "molotovfire", %impulse,%duration-500);
}


Well for my L4D server... i already have all the weapons...You make it sound like we are living like hobos
The M4A1 for the Rifle
Any wooden sniper for Hunting Rifle
I found the L4D pistol, in this forums, you should check it
On RTB i downloaded an Auto-Shotgun
Im using a Normal shotgun for the Shotgun
Using an Ingram-Mac 10 for Uzi
And for the grenades... a Flame Grenade for Molotov
And normal grenade for Bomb
See? Easy peasy!
function fireProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
echo("test");
continuousDamage(%obj,%pos,%this.damageRadius,%this.radiusDamage,"Fire",0,10000);
}
function continuousDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse,%duration)
{
radiusDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse);
if (%duration<0) return;
schedule(500,0,"continuousDamage",%sourceObject, %position, %radius, %damage, %damageType, %impulse,%duration-500);
}
function fireProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
echo("test");
continuousDamage(%obj,%pos,%this.damageRadius,%this.radiusDamage,"Fire",0,10000);
}
datablock ParticleData(garandSparks)
{
dragCoefficient = 1;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 300;
lifetimeVarianceMS = 0;
textureName = "./spark00";
colors[0] = "0.56 0.36 0.26 1.0";
colors[1] = "0.56 0.36 0.26 1.0";
colors[2] = "1.0 0.36 0.26 0.0";
sizes[0] = 0.6;
sizes[1] = 0.2;
sizes[2] = 0.05;
times[0] = 0.0;
times[1] = 0.2;
times[2] = 1.0;
};
datablock ParticleEmitterData(garandSparkEmitter)
{
ejectionPeriodMS = 4;
periodVarianceMS = 0;
ejectionVelocity = 4;
velocityVariance = 2.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 50;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
lifetimeMS = 100;
particles = "garandSparks";
}; Heres the particle
Pretty much.
And Strato, you're pretty much saying kris wilson is some guy who draws research for a living then. Seems you have an eye when it comes to looking for richards.