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Messages - heedicalking

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11941
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();
}

11943
Suggestions & Requests / Re: Jvs joke and request for an gui addon
« on: April 08, 2009, 06:34:19 PM »
Just make an elevator model in milkshape and for an animation, move the elevator shaft and the mount joint up so your player moves up with the elevator.

11944
General Discussion / Re: i need melee weapon ideas
« on: April 08, 2009, 06:24:55 PM »
Even if it was, he couldn't make it.

11945
Just read over this. http://forum.blockland.us/index.php?topic=64704.msg1071736#msg1071736
Or go back the topic where ALL OF THOSE handicapped THINGS YOU SAID were brought up.

11946
All of these by The God Block.

Quote from: The God Block on April 02, 2009, 09:58:45 pm
Moron Moron Moron Cookie

Quote from: The God Block on April 02, 2009, 09:53:15 pm
Hes not good enough for leet names.

Quote from: The God Block on April 02, 2009, 09:34:53 pm
A ten year old cussing everyone. Nope, I won't leave you alone.

Quote from: The God Block on April 02, 2009, 09:33:07 pm
And also, It's just to irratate people 

Quote from: The God Block on April 04, 2009, 08:52:03 am
That was funny.Stupidity of the noobs in the world makes me happy. 

Quote from: The God Block on April 03, 2009, 06:44:28 pm
What? Get out.

Quote from: The God Block on April 03, 2009, 10:42:03 am
Owait, i are wrong, it's voodooson2009

Quote from: The God Block on April 02, 2009, 11:01:25 pm
as that conflicker ever real?

Quote from: The God Block on April 02, 2009, 11:03:39 pm
I'll tell your mommy that you cuss us 

Quote from: The God Block on April 02, 2009, 10:58:52 pm
Well i don't really care ABOUT IF I HAVE VIRUS. bettar?

Quote from: The God Block on April 02, 2009, 10:54:27 pm
My computer locked up and myavast went off i shut down, everythings good now though

Quote from: The God Block on April 02, 2009, 10:26:12 pm
may we just get back to my stolen idea game?

Quote from: The God Block on Today at 03:27:14 pm
Whar my modify? D: Its an onplayer last message event*

Quote from: The God Block on Today at 03:32:28 pm
Ask me nicely and i MIGHT give you it. 

Quote from: The God Block on Today at 03:53:42 pm
Quote from ttttttttt.

Quote from: The God Block on Today at 03:02:12 pm
I failed at reading the topic title.

Quote from: The God Block on April 05, 2009, 03:54:13 pm
Well i has a pic of an entire page of ping 0 but it refreshed itself.


11947
Drama / Re: Master Cheif, sonicfan3000, what is next?
« on: April 08, 2009, 06:19:02 PM »
Heedicalking
These are the reasons everyone hates you. If you bothered to READ the post, you would understand what i am talking about. My name has no numbers and is not from a video game. By the way, if you were trying to be funny, you weren't. You just sounded stupid.

11948
Drama / Re: I'm leaving Blockland
« on: April 08, 2009, 06:15:45 PM »
... not fore me my freind he needs a key right now we are sharing a key and its getting so loving annoying i was going to make him buy it him self but well he already downloaded it so there is no point in making him stop playing after making him happy ok i might just make him stop useing it  Warning - while you were typing 2 new replies have been posted. You may wish to review your post. DAMN YOU two
This is the guy that spammed the IRC asking for a key. Me and some other people cursed him off.

11949
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.

11950
Drama / Re: I'm leaving Blockland
« on: April 08, 2009, 06:08:58 PM »
The last thing i will remember about him.
(Life A Life will not perish, TheLastHaze is still Super Admin. He decides when to host or not)

His spelling mistake in live a life.

11951
Drama / Re: Friggin Lord Tony
« on: April 08, 2009, 06:06:07 PM »
Almost like when he spawned random vehicles when it clearly says to read the rules unless you want a ban. Guess what happened? He got a ban.

11952
Mapping Help / Re: No new mission?
« on: April 08, 2009, 05:59:56 PM »
I don't think you are allowed to do this on purpose. Since blockland uses a TGE map editor, it would kind of be giving away something that costs money to the public. THis is what i THINK but i dunno.

11953
Modification Help / Re: car problems
« on: April 08, 2009, 03:11:43 PM »
Ugh, i was just trying to make vehicles that people liked. I am sorry if i didn't use my own models.

11954
Modification Help / Re: car problems
« on: April 08, 2009, 03:07:54 PM »
cigarette. Flatshading won't work with an LOD of 0. I don't care if it works fine. I just told the guy how to properly use LOD's with flatshading.
Then how come my vehicles work flat shaded when i export them with a LOD of 0.

11955
Modification Help / Re: Internet Server Help!
« on: April 08, 2009, 02:43:40 PM »
Hit internet game and actually READ what pops up instead of ignoring it.

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