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Topics - heedicalking

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436
Modification Help / Stryker Turret Error
« on: April 12, 2009, 03:52:46 PM »
The message exceeds maximun length so i posted it on my website. The Stryker shoots rockets as well as bullets. I want bullets only but i cannot find out where the rockets are coming from. Click here to go to the topic.

437
Modification Help / Boat Water Only.
« on: April 10, 2009, 11:31:40 AM »
I have recently made a WORKING Speedboat and before i release it i want to know how to make it work in water only, not land.

438
Suggestions & Requests / Forum Games section
« on: April 10, 2009, 09:36:29 AM »
I think there should be a forum games section of the forums. There are so many games clogging up general disscusion and off topic that there should be section just for them.

439
Modification Help / Milkshape multiple animations
« on: April 10, 2009, 09:16:24 AM »
In milkshape, how do i add more animations without deleting the existing one i made. I am working on a boat like strato's and i want the propeler to move when you go forward and backwards. I want 2 differant animations but i do not know how to add a new animation without deleting the original one. Any help?

440
Modification Help / Landmine
« on: April 08, 2009, 07:07:14 PM »
Credits to ladios for the script.

Ok, i was messing with the script but there is an error. Here is what the console said.
Code: [Select]
Loading Add-On: Weapon_mine (CRC:216461455)
Add-Ons/Weapon_mine/Weapon_mine.cs Line: 296 - Syntax error.
>>> Some error context, with ## on sides of error halt:
^canDrop = true;

};



//rigged mine item//



datablock ItemData(mineRigged)

{

^catergory = "Item";

^//className = " "; //ignored again

^

^shapefile = "./shapes/mineRigged.dts";

^mass = 1;

^density = 0.2;

^friction = 0.6;

^emap = true

^doColorShift ##=## false //the item is different in order to be flat and red, so this is not needed, thoughg in game it would appear as if it were used

^image = mineRiggedImage;

^canDrop = true;

};



////////////////

//weapon image//

////////////////

datablock ShapeBaseImageData(mineImage)
>>> Error report complete.

ADD-ON "Weapon_mine" CONTAINS SYNTAX ERRORS


Code: [Select]
//mine.cs//////////////////////////////////////////////////////////////////
//please note this is the most advanced script I have done yet, so things//
//might be a bit messy. CAUTION WET FLOOR//////////////////////////////////
//////////////////////////////////////////////////////////////////////////


//audio profiles//


datablock AudioProfile(mineExplosionSound)
{
   filename    = "./sound/jeepExplosion.wav";
   description = AudioClose3d;
   preload = false;
};

datablock AudioProfile(mineFireSound)
{
   filename    = "./sound/SpearFire.wav";
   description = AudioClose3d;
   preload = true;
};



//effects//
datablock ParticleData(mineExplosionParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.2;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1200;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -10.0;
spinRandomMax = 10.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/cloud";

// Interpolation variables
colors[0] = "0.5 0.5 0.5 0.9";
colors[1] = "0.7 0.7 0.7 0.0";
sizes[0] = 7.0;
sizes[1] = 15.0;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(mineExplosionEmitter)
{
   ejectionPeriodMS = 4;
   periodVarianceMS = 0;
   lifeTimeMS    = 21;
   ejectionVelocity = 20;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 40;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "mineExplosionParticle";
};

datablock ParticleData(mineExplosionParticle2)
{
dragCoefficient = 0.1;
windCoefficient = 0.0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 400;
lifetimeVarianceMS = 500;
spinSpeed = 10.0;
spinRandomMin = -200.0;
spinRandomMax = 200.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/cloud";

// Interpolation variables
colors[0] = "0.7 0.5 0.0 1.0";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.1;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(mineExplosionEmitter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 7;
   ejectionVelocity = 7;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "mineExplosionParticle2";
};

datablock ParticleData(mineExplosionParticle3)
{
dragCoefficient = 3.0;
windCoefficient = 0.2;
gravityCoefficient = 2.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -10.0;
spinRandomMax = 10.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/chunk";

// Interpolation variables
colors[0] = "0.6 0.4 0.0 0.9";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.4;
sizes[1] = 0.4;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(mineExplosionEmitter3)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   lifeTimeMS    = 21;
   ejectionVelocity = 60;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "mineExplosionParticle3";
};

datablock ExplosionData(mineExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 150;

   soundProfile = mineExplosionSound;

   emitter[0] = mineExplosionEmitter;
   emitter[1] = mineExplosionEmitter2;
   emitter[2] = mineExplosionEmitter3;
   //particleDensity = 30;
   //particleRadius = 1.0;

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

   shakeCamera = true;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 15.0;

   // Dynamic light
   lightStartRadius = 6;
   lightEndRadius = 3;
   lightStartColor = "0.45 0.3 0.1";
   lightEndColor = "0 0 0";

   //impulse
   impulseRadius = 3.5;
   impulseForce = 2000;

   //radius damage
   radiusDamage        = 100;
   damageRadius        = 7.0;
};

//projectiles

datablock ProjectileData(mineProjectile)  //this is the one that is thrown
{
   projectileShapeName = "./shapes/mine.dts";
   directDamage        = 0;
  //impactImpulse    = 1000;
  //verticalImpulse    = 1000;
  //explosion           = ;
  //particleEmitter     = ;

   brickExplosionRadius = 0;
   brickExplosionImpact = false; //destroy a brick if we hit it directly?
   brickExplosionForce  = 20;
   brickExplosionMaxVolume = 200;

   muzzleVelocity      = 20;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 5000;
   fadeDelay           = 4900;
   bounceElasticity    = 0.0;
   bounceFriction      = 1.0;
   isBallistic         = true;
   gravityMod = 1.0;

   hasLight    = false;
   lightRadius = 5.0;
   lightColor  = "0 0 0.5";
};

datablock ProjectileData(mineRiggedProjectile) //This is the one that goes BEWM
{
   projectileShapeName   = "";
   directDamage        = 100;
   //damageRadius           = ;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = mineExplosion;
   //particleEmitter     = ;

   brickExplosionRadius = 2;
   brickExplosionImpact = true; //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 20;
   brickExplosionMaxVolumeFloating = 40;

   muzzleVelocity      = 20;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 5000;
   fadeDelay           = 4900;
   bounceElasticity    = 0.0;
   bounceFriction      = 1.0;
   isBallistic         = true;
   gravityMod = 1.0;

   hasLight    = true;
   lightRadius = 5.0;
   lightColor  = "1 0.75 0 1";
};

//////////
// item //
//////////
datablock ItemData(mineItem) //the one to be picked up
{
category = "Item";  // Mission editor category
className = "Item"; // For inventory system, but it already is recognized as an item

// Basic Item Properties
shapeFile = "./shapes/mine.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Mine";
iconName = "./ItemIcons/mine";
doColorShift = false;
colorShiftColor = "0.400 0.196 0 1.000";

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

//rigged mine item//

datablock ItemData(mineRigged)
{
catergory = "Item";
//className = " "; //ignored again

shapefile = "./shapes/mineRigged.dts";
mass = 1;
density = 0.2;
friction = 0.6;
emap = true
doColorShift = false //the item is different in order to be flat and red, so this is not needed, thoughg in game it would appear as if it were used
image = mineRiggedImage;
canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(mineImage)
{
   // Basic Item properties
   shapeFile = "./shapes/mine.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "-0.025 0.05 0";
   //eyeOffset = "0.1 0.2 -0.55";

   // 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 = mineItem;
   ammo = " ";
   projectile = mineProjectile;
   projectileType = Projectile;


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


   doColorShift = false;
   colorShiftColor = "0.000 0.50 0 0.000";

   // 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] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;

stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;

stateName[2]                    = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2]            = 0.8;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2]                  = "onCharge";
stateAllowImageChange[2]        = false;

stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0.3;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;

stateName[4] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
stateAllowImageChange[4] = false;

stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.5;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = false;
stateEjectShell[5]            = true;
stateSound[5] = MineFireSound;
};

//Rigged mine image// not much detail into this because the second you pick it up you go bewm anyways

datablock shapeBaseDataImage(MineRiggedImage)
{
ShapeFile = "./shapes/mineRigged.dts";
emap = true;
mountPoint = 0;
offSet = "-0.17 0.17 -0.07";
rotation = eulerToMatrix("-90 90 0);
eyeoffset = "0.7 1.2 -0.15"
eyeRotation = eulerToMatrix(90 -90 0);
doColorShift = false
CorrectMuzzleVector = false
className = "WeaponImage";
item = MineRigged
melee = true;
armReady = true;
stateName[0] = "Activate";
StateTimeoutValue[0] = 0.5;
StateTransitionOnTimeout[0] = "Ready";
stateName[1] = "Ready";
StateNameOnTriggerDown[1] = "Fire";
AllowImageChange[1] = true;
StateName[2] = "Fire";
stateTransitionTriggerUp[2] = "Ready";
StateScript[2] = "onFire";
};

function mineImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, spearReady);
}

function mineImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}

function mineImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, spearThrow);
Parent::onFire(%this, %obj, %slot);
}

//this is where it gets fancy

function mineProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
%col.getTransform(); //gets postition and below sets them to the variables
{
%position = %col.getTransform

%item = new Item()
{
datablock = "mineItem";
static = 1;
position = %position;
Rotation = "1 0 0 0";
scale = "1 1 1"
};

%col.item = %item; //makes the thing go away if the brick it is on does? I dotn really know what it does
}
}

function mineRigged::onCollision(%sourceObject,%pos,%damageType,%col)
{
%col.getTransform();
{
%x = getWord(%col.getWorldBoxCenter(),0);
%y = getWord(%col.getWorldBoxCenter(),1);
%z = getWord(%col.getWorldBoxCenter(),2);

new Projectile()
{
dataBlock        = "MineRiggedProjectile";
initialPosition  = (%x SPC %y SPC %z + 0.5);
initialVelocity  = "0 0 -500";
};
}
}
function deletethis(%delete)
{
%delete.delete();
}

441
Drama / Master Cheif, sonicfan3000, what is next?
« on: April 08, 2009, 06:13:23 PM »
I have always hated people who couldn't come up with an original name and use "sonic da hedgehog" or "leetmastercheif." This really annoys me. I also hate how people would put numbers after their name like "cooldude332." Most names are not even taken on this game. Most of these people act really stupid which is not a suprise. Name some of the people you have seen with numbers after their name or names that are not original.

442
Modification Help / Heedicalking's Modern War
« on: April 06, 2009, 05:46:14 PM »
check the release topic

443
Modification Help / Floating
« on: April 06, 2009, 03:27:22 PM »
What part of the horse script makes it float? I was just curious because I am working on a boat. Ok, now I want this boat to not move on land. What do I change?

444
Modification Help / Stryker Wheel Error.
« on: April 05, 2009, 08:17:14 PM »
For my Stryker Vehicle i was working on, i used the military jeep script to help make it shoot bullets. There is only one problem, the wheels do not appear. Here is a link to all the codes. I posted it on my site so i could fit all of the text. If you can, please tell me what is wrong.

445
General Discussion / What should my next project be?
« on: April 05, 2009, 03:03:27 PM »
Doing the military, locking this.

446
Modification Help / 8 Wheeled Tank.
« on: April 04, 2009, 05:03:40 PM »
Ok, i was working on my new AA Tank and i was wondering why the front two wheels turn correctly, and the two behind them turn in the opposite direction while the rest don't turn. What part of the script makes the other 2 wheels behind the front 2 turn? I thought it might be this but i don't know.
Code: [Select]
// 4 wheel steering
   %obj.setWheelSteering(0,1);
   %obj.setWheelSteering(1,1);
   %obj.setWheelSteering(2,-0.8);
   %obj.setWheelSteering(3,-0.8);

   // 4 wheel drive
   %obj.setWheelPowered(0,true);
   %obj.setWheelPowered(1,true);
   %obj.setWheelPowered(2,true);
   %obj.setWheelPowered(3,true);

447
Modification Help / Assertion failed while stripping.
« on: April 03, 2009, 10:21:25 PM »
It says that when i try to export my tire out of milkshape.

448
Modification Help / Custom Wheels
« on: April 03, 2009, 08:46:32 PM »
I have been working on lots of weapons but i do not want them to be the same as the rest. Does anyone know what i should add to apply a burst/spread affect so it isn't in a strait line. For a custom wheel, do i need any joints, animation or such or just a model?

449
Modification Help / Turret
« on: April 02, 2009, 02:49:14 PM »
Ok, i have a turret model and i want to make a turret. I know how to make a working tank but i want to know what i should add/remove to make a turret vehicle. No, i do not want the turret to move.

450
Drama / Fatass Players?
« on: March 31, 2009, 02:58:09 PM »
How many people do you think play this game with "Pie, Cake, Muffin, Pizza" Or any other food in their name? Is everyone that plays fat? Name who you saw with a food name.

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