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Topics - heedicalking

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451
Add-Ons / SkyHawk
« on: March 30, 2009, 07:30:22 PM »
Here it is, my shooting vehicle!
The SkyHawk is based on the Thunderhawk Gunship from Warhammer 40k. This vehicle can shoot and transport people. Here is an image.



Here is the download link- Download Now

View and discuss on the BlockPlanet Forums here

Note* I did not make the model. Credits to Turbosquid.

452
Suggestions & Requests / Block out dead servers.
« on: March 29, 2009, 08:52:24 PM »
Ok, i know everyone finds it annoying to go into the join a game screen and fine a bunch of dead servers. I know you can just go to the filter and click the ok real quick but that gets annoying. What if there was a way to always filter out dead servers. If this is not possible please let me know so i can lock.

453
Modification Help / H1-Heedical Tank
« on: March 29, 2009, 09:34:29 AM »
Ok, my first working tank is almost done! It has an animated gun so it turn like the original tank. Here is a screenshot.



There is only one error. When you mount the gun on top, you lay down. Does anyone know the joint name so i can fix that. I you can name the joint/help me fix it, it will be a major help.

454
General Discussion / Heedicalking's Vehicles
« on: March 28, 2009, 07:03:58 PM »
I have been working on some vehicles over the past week and want to know if i should release them.


Predator- Helicopter with a gun and rotating blades. What more could you ask for?


SkyHawk Gunship- A five seated transport with two working guns on the sides.


Acer- Fighter jet with working guns.

More coming soon.

455
Gallery / Heedicalking's Vehicles
« on: March 28, 2009, 11:31:39 AM »
Moved to General Disscusion.

456
Modification Help / Making a tank/Animated turret vehicle.
« on: March 27, 2009, 10:17:29 PM »
Ok, i learned how to make decent wheeled vehicles like transports but now i want to make one with a turret. I know i have to do animation and stuff but what should i animate, how long, name it, change in script etc... Thanks Strato for the tank bones, all i need now is to fix where the player is mounted, he lays on his back for some strange reason.

457
General Discussion / Your noob posts.
« on: March 26, 2009, 04:42:44 PM »
Remember back when you first joined blockland? You had to have had some really bad posts that make you think "Wow... I really looked like a handicap when i first joined." Post some of your noob posts here to see what people say. Here is one of mine about port forwarding, this may have been like 2 years ago when i knew nothing about computers, scripting or anything.

Quote
i don't know but i get a strange felling that says "don't forward ports" i sort of agree because people could be 40 year old freaks sendingf in viruses but it says forward because who would waste time making a virus for no reason. i also ask "why does this 1 game out of many need forwarding ports" some people can't forward because (a) parents won't lets (b) people may hack..... if you make it so you don't have to forward i would see much better gameplay and people. i mean sheeesh how many times have you went looking for a map or server but there was none. please get this done.

458
General Discussion / Blockland Add-ons compadible with TGEA?
« on: March 26, 2009, 03:22:39 PM »
Hello, i learned how to make working add-ons such as weapons, planes etc and i was wondering if they would work with TGEA. I know i would have to change some of the code that looks for files but other then that, is there anything that would not make them work with TGEA?

459
Modification Help / Shooting Vehicles: Multiple Guns.
« on: March 25, 2009, 09:04:38 PM »
Ok, i was wokring on my SkyHawk vehicle and i want it to have guns on 2 sides like the arwing does. I messed around with the f 18 Hornet script to get an idea of what i am doing but it still doesn't work. If you need a copy of the milkshape file, i will send it. Here is the code
Code: [Select]
datablock AudioProfile(SkyHawkfireSound)
{
   filename    = "./SkyHawkfire.WAV";
   description = AudioDefault3d;
   preload = true;
};



datablock ParticleData(SkyHawkExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 50;
lifetimeVarianceMS   = 35;
textureName          = "base/data/particles/dot";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0 1 1 1";
colors[1]     = "1 1 1 1";
sizes[0]      = 1;
sizes[1]      = 0;

useInvAlpha = false;
};
datablock ParticleEmitterData(SkyHawkExplosionRingEmitter)
{
lifeTimeMS = 50;

   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "SkyHawkExplosionRingParticle";

   useEmitterColors = true;

};

datablock ExplosionData(SkyHawkgunExplosion)
{
   //explosionShape = "";
soundProfile = SkyHawkhitsound;

   lifeTimeMS = 150;

   particleEmitter = SkyHawkExplosionRingEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = SkyHawkExplosionRingEmitter;

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

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

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};
// Bullet holes
datablock DecalData(explosionDecal)
{
   sizeX       = 0.1;
   sizeY       = 0.1;
   textureName = "./bullethole3";
};



datablock ProjectileData(SkyHawkProjectile)
{
   projectileShapeName = "add-ons/weapon_gun/bullet.dts";
   directDamage        = 5;


   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      = 90;
   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";


};


datablock DebrisData(SkyHawkDebris)
{
   emitters = "jeepDebrisTrailEmitter";

shapeFile = "./SkyHawk.dts";
lifetime = 3.0;
minSpinSpeed = -300.0;
maxSpinSpeed = 300.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 1;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;

gravModifier = 2;
};
datablock ExplosionData(SkyHawkFinalExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 150;

   soundProfile = vehicleExplosionSound;
   
   emitter[0] = vehicleFinalExplosionEmitter3;
   emitter[1] = vehicleFinalExplosionEmitter2;

   particleEmitter = vehicleFinalExplosionEmitter;
   particleDensity = 20;
   particleRadius = 1.0;

   debris = SkyHawkDebris;
   debrisNum = 1;
   debrisNumVariance = 0;
   debrisPhiMin = 0;
   debrisPhiMax = 360;
   debrisThetaMin = 0;
   debrisThetaMax = 50;
   debrisVelocity = 15;
   debrisVelocityVariance = 3;

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

   shakeCamera = true;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "10.0 10.0 10.0";
   camShakeDuration = 0.75;
   camShakeRadius = 15.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 20;
   lightStartColor = "0.45 0.3 0.1";
   lightEndColor = "0 0 0";

   //impulse
   impulseRadius = 15;
   impulseForce = 1000;
   impulseVertical = 2000;

   //radius damage
   radiusDamage        = 30;
   damageRadius        = 8.0;

   //burn the players?
   playerBurnTime = 5000;

};

datablock ProjectileData(SkyHawkFinalExplosionProjectile)
{
   directDamage        = 0;
   radiusDamage        = 0;
   damageRadius        = 0;
   explosion           = SkyHawkFinalExplosion;

   directDamageType  = $DamageType::jeepExplosion;
   radiusDamageType  = $DamageType::jeepExplosion;

   explodeOnDeath = 1;

   armingDelay         = 0;
   lifetime            = 10;
};


datablock WheeledVehicleData(SkyHawkVehicle)
{
category = "Vehicles";
displayName = " ";
shapeFile = "./SkyHawk.dts"; //"~/data/shapes/skivehicle.dts"; //
emap = true;
minMountDist = 3;
   
   numMountPoints = 5;
   mountThread[0] = "sit";
   mountThread[1] = "sit";
   mountThread[2] = "sit";
   mountThread[3] = "sit";
   mountThread[4] = "sit";


Fshootonclick=1;
Fshootonclick_Hold=1;
Fshootonclick_ShootDelay=100;
Fshootonclick_ReShootDelay=100;
Fshootonclick_ProjectileCount=1;
Fshootonclick_RequiredSlot=0;
Fshootonclick_Sound=SkyHawkfireSound;

Fshootonclick_Projectile[3]=SkyHawkProjectile;
Fshootonclick_Position[3]="0 0 -1";
Fshootonclick_Velocity[3]="200 0 0";
Fshootonclick_Scale[3]="1 1 1";
Fshootonclick_Projectile[4]=SkyHawkProjectile;
Fshootonclick_Position[4]="0 0 -1";
Fshootonclick_Velocity[4]="200 0 0";
Fshootonclick_Scale[4]="1 1 1";





maxDamage = 100.00;
destroyedLevel = 200.00;
energyPerDamagePoint = 160;
speedDamageScale = 1.04;
collDamageThresholdVel = 20.0;
collDamageMultiplier   = 0.02;

massCenter = "0 0 0";
   //massBox = "2 5 1";

maxSteeringAngle = 0.9785;  // Maximum steering angle, should match animation
integration = 4;           // Force integration time: TickSec/Rate
//tireEmitter = JeepTireEmitter; // All the tires use the same dust emitter

// 3rd person camera settings
cameraRoll = false;         // Roll the camera with the vehicle
cameraMaxDist = 24;         // Far distance from vehicle
cameraOffset = 7.5;        // Vertical offset from camera mount point
cameraLag = 0.2;           // Velocity lag of camera
cameraDecay = 0.75;        // Decay per sec. rate of velocity lag
cameraTilt = 0.4;
   collisionTol = 0.1;        // Collision distance tolerance
   contactTol = 0.1;
useEyePoint = false;

   numWheels = 0;

// Rigid Body
mass = 200;
density = 2.5;
drag = 0.9;
bodyFriction = 0.6;
bodyRestitution = 0.6;
minImpactSpeed = 10;        // Impacts over this invoke the script callback
softImpactSpeed = 10;       // Play SoftImpact Sound
hardImpactSpeed = 15;      // Play HardImpact Sound
groundImpactMinSpeed    = 10.0;

// Engine
engineTorque = 12000; //4000;       // Engine power
engineBrake = 2000;         // Braking when throttle is 0
brakeTorque = 4000;        // When brakes are applied
maxWheelSpeed = 20;        // Engine scale by current speed / max speed

rollForce = 900;
yawForce = 600;
pitchForce = 1000;
rotationalDrag = 0.2;

// Energy
maxEnergy = 100;
jetForce = 3000;
minJetEnergy = 30;
jetEnergyDrain = 2;

   isSled = false;

   forwardThrust = 4000;
reverseThrust = 5000;
lift = 100;
maxForwardVel = 68;
maxReverseVel = 10;
horizontalSurfaceForce = 130;   // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
verticalSurfaceForce = 130;
rollForce = 8000;
yawForce = 6000;
pitchForce = 6000;
rotationalDrag = 0.9;
stallSpeed = 10;


//   forwardThrust = 2000;
// reverseThrust = 2000;
// lift = 100;
// maxForwardVel = 70;
// maxReverseVel = 70;
// horizontalSurfaceForce = 100;   // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
// verticalSurfaceForce = 100;
// rollForce = 6000;
// yawForce = 6000;
// pitchForce = 4000;
// rotationalDrag = 0.5;
// stallSpeed = 10;
//
//   forwardThrust = 2500;
// reverseThrust = 500;
// lift = 15000;
// maxForwardVel = 60;
// maxReverseVel = 10;
// horizontalSurfaceForce = 500;   // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
// verticalSurfaceForce = 500;
// rollForce = 5000;
// yawForce = 5000;
// pitchForce = 5000;
// rotationalDrag = 0.1;
// stallSpeed = 10;

splash = SkyHawkSplash;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 1.4;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
splashEmitter[2] = VehicleBubbleEmitter;
mediumSplashSoundVelocity = 10.0;   
hardSplashSoundVelocity = 20.0;   
exitSplashSoundVelocity = 5.0;

//mediumSplashSound = "";
//hardSplashSound = "";
//exitSplashSound = "";

// Sounds
//   jetSound = ScoutThrustSound;
//engineSound = engineidleSound;
//squealSound = skidSound;
softImpactSound = slowImpactSound;
hardImpactSound = fastImpactSound;
//wheelImpactSound = slowImpactSound;

//   explosion = VehicleExplosion;
justcollided = 0;

   uiName = "SkyHawk";
rideable = true;
lookUpLimit = 0.65;
lookDownLimit = 0.65;

paintable = true;
   
   damageEmitter[0] = VehicleBurnEmitter;
damageEmitterOffset[0] = "0.0 0.0 0.0 ";
damageLevelTolerance[0] = 0.99;

   damageEmitter[1] = VehicleBurnEmitter;
damageEmitterOffset[1] = "0.0 0.0 0.0 ";
damageLevelTolerance[1] = 1.0;

   numDmgEmitterAreas = 1;

   burnTime = 10;

   finalExplosionProjectile = SkyHawkFinalExplosionProjectile;
   finalExplosionOffset = 0.5;          //offset only uses a z value for now


   minRunOverSpeed    = 2;   //how fast you need to be going to run someone over (do damage)
   runOverDamageScale = 5;   //when you run over someone, speed * runoverdamagescale = damage amt
   runOverPushScale   = 1.2; //how hard a person you're running over gets pushed

   minSkyHawkSpeed = 15;

     // Advanced Steering
   steeringAutoReturn = false;
   steeringUseStrafeSteering = false;
};


460
Help / Blockland Crashing.
« on: March 20, 2009, 05:14:01 PM »
Blockland would randomly crash when i am playing. It says blockland is not responding, wait for the program to respond or close the program. Note, i am using Vista.

461
Modification Help / Shooting Vehicles/Custom Collision
« on: March 18, 2009, 04:14:06 PM »
Ok, my first vehicle is almost done and i want it to be finished. I want it to shoot and i downloaded the supportShootonClick thing and stuff. I then Looked at other add-ons and got an idea of how to make it shoots. I just have a question. When  i click, it olays the sound of shooting but the bullet does not appear and shoot.

Ok, i was wondering how to make a custom collision mesh. I see vehicles that have shadows that look like the vehicle, i was wondering if i could copy the vehicle and name the copy collision-1 or not.

Solved.

462
Modification Help / Vehicle Tipping over.
« on: March 12, 2009, 07:21:44 PM »
Ok, my vehicle tips over when it turns. It leans to one side and frinds on the ground when i turn. This is a wheeled vehicle. *Note- some of the posts may be old since this topic used to be about all 4 wheels turning.*

463
Modification Help / Milkshape, Reverse Vertex Order.
« on: March 11, 2009, 08:25:42 PM »
I have a model that i made and some of the faces when viewed in milkshape are black. When i export and test it in Blockland, those faces do not appear. I select them and hit Reverse Vertex Order and they are still black. Does anyone know what the problem is?

464
Modification Help / Milkshape
« on: March 08, 2009, 04:51:26 PM »
It it possible for in Milkshape to have more then one group? When i export with more then one, only one of the groups appear? Does anyone know what to do to fix this?

465
Modification Help / 3ds max export
« on: March 08, 2009, 01:29:22 PM »
Ok, does anyone know how to make vehicles with 3ds max? I have one ready but when i export it, it says "No details to export." does anyone know what to do?

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