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Messages - heedicalking

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8806
Modification Help / Re: Custom Zombie Not Walking
« on: September 11, 2009, 09:36:35 PM »
Fixed mosto f the twitch thing.
Edit: wait now I think I know what's wrong, do you have ParasiteZombie::onadd in your script?
Code: [Select]
function ParasiteZombie::onAdd(%this,%obj)
{
parent::onAdd(%this,%obj);
ZombieDefault::onAdd(%this,%obj);

%obj.name = "Parasite";
//national socialistfy(%obj);
//schedule(20,0,ghostifybot,%obj);
//%obj.playthread(1,armreadyright);
//%obj.setarmthread(crouch);

//%obj.schedule(20,setfacename,smileyblonde);
//%obj.schedule(20,setdecalname,"mod-suit");
}
It gives console spam about the hand node due to the Zombiedefault thing.

8807
Clan Discussion / Re: The Etob- Needs moar builders!
« on: September 11, 2009, 09:29:52 PM »
Bump. I don't think anyone is wanting to join ATM. We should get more known by making builds. Clan build starting tomorrow. All who don't attend, miss out :P

8808
Gallery / Re: Ai_Archer
« on: September 11, 2009, 09:25:05 PM »
He's got the bow.
He's got my medieval pack bow :D.

8809
Help / Re: apc not working
« on: September 11, 2009, 09:15:59 PM »
Maybe PM me instead of asking the world. Porbably stuff add-ons you downloaded. It works fine for eveeryone else.

8810
Off Topic / Re: Arrrr, Me maties, Talk like a pirate day, be approaching.
« on: September 11, 2009, 09:15:15 PM »
My sword Pwns your sword.

 :cookieMonster:
I don't see your sword.

8811
Drama / Re: Oasis
« on: September 11, 2009, 09:09:35 PM »
Eh, this was fun and all but see ya later. Better things to do then converse with a couple of handicapped morons, you know?
This is where you made your biggest mistake.
No. His biggest mistake will be when he comes back and converses with said morons, making him contradict himself and look like an idiot as the same time.

8812
Gallery / Re: Niliscro's WIP of Something
« on: September 11, 2009, 09:03:38 PM »
The inside looks like the freezing chamber thing from Austin Powers.

8813
Off Topic / Honesty
« on: September 11, 2009, 07:07:03 PM »
Are you honest?

8814
Modification Help / Re: Custom Zombie Not Walking
« on: September 11, 2009, 07:03:54 PM »
works now, but is now flickering when gets close. I think it is the eye node.

8815
Suggestions & Requests / Re: Dino Zombie Mod
« on: September 11, 2009, 04:13:17 PM »
Pictures and I will make.

8816
Modification Help / Re: Custom Zombie Not Walking
« on: September 11, 2009, 03:32:14 PM »
I don't know how you're spawning it since rideable needs to = true; for it to appear in the vehicle spawn gui.

change    rideable = false; to    rideable = true; spawn it like the other zombies, see if it works.
It is true? Look again?

8817
Off Topic / Re: Arrrr, Me maties, Talk like a pirate day, be approaching.
« on: September 11, 2009, 03:15:56 PM »
If only my pirate game was out D:

Pirates own

8818
Modification Help / Re: Making zombies
« on: September 11, 2009, 02:59:20 PM »
the zombie master has spoken
Of course he spoken, if he didn't, he wouldn't have. Way to point out the obvious. And yes, I am working on my first custom zombie right now.

8819
Modification Help / Re: Custom Zombie Not Walking
« on: September 11, 2009, 02:57:05 PM »
What's the rest of the code? Did you shoot it? Do other zombies work?
Others work. This takes damage but doesn't turn to face you nor does it follow you.
Code: [Select]
datablock TSShapeConstructor(ParasiteDts)
{
baseShape  = "./parasite.dts";
sequence0  = "./root.dsq root";

sequence1  = "./walk.dsq run";
sequence2  = "./walk.dsq walk";
sequence3  = "./walk.dsq back";
sequence4  = "./walk.dsq side";

sequence5  = "./walk.dsq crouch";
sequence6  = "./walk.dsq crouchRun";
sequence7  = "./walk.dsq crouchBack";
sequence8  = "./walk.dsq crouchSide";

sequence9  = "./root.dsq look";
sequence10 = "./root.dsq headside";
sequence11 = "./root.dsq headUp";

sequence12 = "./jump.dsq jump";
sequence13 = "./jump.dsq standjump";
sequence14 = "./Jump.dsq fall";
sequence15 = "./Land.dsq land";

sequence16 = "./Attack.dsq armAttack";
sequence17 = "./root.dsq armReadyLeft";
sequence18 = "./root.dsq armReadyRight";
sequence19 = "./root.dsq armReadyBoth";
sequence20 = "./root.dsq spearready"; 
sequence21 = "./root.dsq spearThrow";

sequence22 = "./root.dsq talk"; 

sequence23 = "./death.dsq death1";

sequence24 = "./root.dsq shiftUp";
sequence25 = "./root.dsq shiftDown";
sequence26 = "./root.dsq shiftAway";
sequence27 = "./root.dsq shiftTo";
sequence28 = "./root.dsq shiftLeft";
sequence29 = "./root.dsq shiftRight";
sequence30 = "./root.dsq rotCW";
sequence31 = "./root.dsq rotCCW";

sequence32 = "./root.dsq undo";
sequence33 = "./root.dsq plant";

sequence34 = "./root.dsq sit";

sequence35 = "./root.dsq wrench";

   sequence36 = "./attack.dsq activate";
   sequence37 = "./attack.dsq activate2";

   sequence38 = "./root.dsq leftrecoil";
};   



 datablock PlayerData(ParasiteZombie : PlayerStandardArmor)
{
cameraVerticalOffset = 3;
shapefile = "./Parasite.dts";
canJet = 0;
mass = 120;
   drag = 0.02;
   density = 0.6;
   runSurfaceAngle = 1;
   jumpSurfaceAngle = 0;
runforce = 100 * 90;
maxForwardSpeed = 8;
maxBackwardSpeed = 8;
maxSideSpeed = 8;
showEnergyBar = false;

   minJumpSpeed = 0;
   maxJumpSpeed = 200;

rideable = false;
canRide = false;
paintable = true;

   boundingBox = vectorScale("3 3 2", 4); //"2.5 2.5 2.4";
   crouchBoundingBox = vectorScale("3 3 2", 4); //"2.5 2.5 2.4";
   proneBoundingBox = vectorScale("3 3 2", 4); //"2.5 2.5 2.4";

   lookUpLimit = 0.65;
lookDownLimit = 0.45;
   upMaxSpeed = 1;
   upResistSpeed = 1;
   upResistFactor = 1;

attackpower = 40;
maxDamage = 500;
//jumpForce = 40 * 90; //8.3 * 90;
jumpForce = 100 * 90; //8.3 * 90;
jumpsound = "";
BrickDestroyMaxVolume = 250;
BrickMaxJumpHeight = 20;
uiName = "Parasite";
rideable = true;
canRide = false;
BrickKillRadius = 2;
skinColor = "0 0 0 1";
FollowAnim = "ArmReadyright";
randomwalk = 1;
SearchRadius = 30;
DoNotZombify = 1;
aimatplayer = 1;
};
function ParasiteZombie::ondisabled(%this,%obj)
{
parent::ondisabled(%this,%obj);
ZombieDefault::ondisabled(%this,%obj);
}
function ParasiteZombie::onCollision(%this, %obj, %col, %fade, %pos, %norm)
{
parent::oncollision(%this, %obj, %col, %fade, %pos, %norm);
ZombieDefault::onCollision(%this, %obj, %col, %fade, %pos, %norm);
}
function ParasiteZombie::onMount(%a,%player,%vehicle,%d,%e,%f)
{
ZombieDefault::onMount(%a,%player,%vehicle,%d,%e,%f);
parent::onMount(%a,%player,%vehicle,%d,%e,%f);
}
function ParasiteZombie::onUnMount(%a,%player,%vehicle,%d,%e,%f)
{
ZombieDefault::onUnMount(%a,%player,%vehicle,%d,%e,%f);
parent::onUnMount(%a,%player,%vehicle,%d,%e,%f);
}

8820
Maps / Re: [NEW MAP2]Heedicalking's Maps
« on: September 11, 2009, 02:52:25 PM »
I rather you make crappy models then crappy maps.

Don't make any more.
For that reason, I will make more.

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