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Messages - Destiny/Zack0Wack0

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3406
Modification Help / Re: Change Map Trigger?
« on: April 26, 2008, 05:42:42 AM »
I don't know if you ever got around to doing this but, if not(Ephi said exactly right) ;
Code: [Select]
function YourTrigger::onEnterTrigger(%this,%trigger,%obj)
{
   messageAll('','\c2Standby ... Loading next level.');
   loadMission("base/data/missions/yourmission.mis");
}

3407
Clan Discussion / Re: [P] People Modding group
« on: April 26, 2008, 04:43:18 AM »
 Well Hello thar Bolster, I said I'm going to app, so I think I will. I'm still thinking of an idea rofl, suggestions would be great.(Scripting)

3408
Suggestions & Requests / Re: "Did You Know?" Tips on loading screen
« on: April 25, 2008, 07:11:09 AM »
Actually, I'm going to look into this.

3409
Gallery / Re: My House
« on: April 24, 2008, 04:29:15 PM »
Nice work, the inside needs abit more work, but the outside is very good 7.5/10

3410
Modification Help / Re: Player Vehicles
« on: April 20, 2008, 12:15:07 AM »
You sure that didnt work to? Because when the players datablock is turned into another datablock, it uses the other datablocks mounts.. so it should..

3411
Modification Help / Re: Player Vehicles
« on: April 19, 2008, 05:32:18 PM »
When you say player vehicle do you mean just a vehicle, or a player with the vehicle datablock?
If you don't already have the weapon image:
Code: [Select]
//projectile
datablock ProjectileData(YourWeaponProjectile)
{
   projectileShapeName = "~/data/shapes/laser.dts";
   directDamage        = 10;
   radiusDamage        = 10;
   damageRadius        = 0.5;
   explosion           = YourWeaponExplosion;

   muzzleVelocity      = 200;
   velInheritFactor    = 0;

   armingDelay         = 0;
   lifetime            = 80000;
   fadeDelay           = 75000;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0;

   hasLight    = true;
   lightRadius = 3.0;
   lightColor  = "0.9 0 0";
};
Code: [Select]
datablock ShapeBaseImageData(YourWeaponImage) {
   shapeFile = "~/data/shapes/blank.dts";
   emap = true;
   offset = "3.21 2.8 -0.27";
   correctMuzzleVector = false;
   className = "WeaponImage";
   mountPoint = 0;
   ammo = " ";
   projectile = YourWeaponProjectile;
   projectileType = Projectile;

   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.5;
stateTransitionOnTimeout[0]       = "Ready";

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

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Reload";
stateTimeoutValue[2]            = 0.05;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateSound[2] = YourWeaponFireSound;

stateName[3] = "Reload";
stateSequence[3]                = "Reload";
stateAllowImageChange[3]        = false;
stateTimeoutValue[3]            = 0.1;
stateWaitForTimeout[3] = true;
stateTransitionOnTimeout[3]     = "Check";

stateName[4] = "Check";
stateTransitionOnTriggerUp[4] = "StopFire";
stateTransitionOnTriggerDown[4] = "Fire";

stateName[5]                    = "StopFire";
stateTransitionOnTimeout[5]     = "Ready";
stateTimeoutValue[5]            = 0.2;
stateAllowImageChange[5]        = false;
stateWaitForTimeout[5] = true;
stateScript[5]                  = "onStopFire";
};
I your vehicle already has an on add function, scroll down to it and add the following code:
Code: [Select]
%obj.mountImage(YourWeaponImage,MountPointNumber);If you don't already have an on add function add this at the bottom of your code:
Code: [Select]
function YourVehicle::onAdd(%data, %obj)
{
  %obj.mountImage(YourWeaponImage,0);
}

Edit:
Boat much? I'm not sure how to make it work but it would involve mounting an weapon image to a mount point, now if you're trying to make cannons on a boat which I'm pretty sure you are, your gonna keep running into more problems making it shoot sideways.

Yeah if you are talking about cannons on your Galleon or whatevah ship it was, I suggest not, mounting the weapons straight would be easy, just the amount of lagg caused from firing once would be very, very painful.

3412
Modification Help / Re: Textures won't show up.
« on: April 17, 2008, 07:30:21 PM »
Make a texture then put it in Blockland/Add-Ons/Shapes then go into milkshape, assign the material to all the faces you want with that color/texture, then export it to the same folder that has the textures in it, so in this case Blockland/Add-Ons/Shapes.

3413
Modification Help / Re: Milkshape 3D Material
« on: April 17, 2008, 07:28:04 PM »
[====================================================================]
even bigger then that

Ovah 9000?

3414
Modification Help / Re: Stargate Scripting
« on: April 17, 2008, 07:20:09 PM »
Show us a picure.

3415
Modification Help / Re: Help From Pros: How do i make a GUI?
« on: April 17, 2008, 07:15:05 PM »
Well to make a GUI, you just press f10 ingame with an editor version of the game, then create a new GUI, and add buttons and everything else. If you wanting this to be serverside it won't work. All the people that type /help will have to have the GUI for it to work.

3416
Modification Help / Re: Okay model?
« on: April 16, 2008, 06:06:35 PM »
Dragon Longsword isn't long enough.

Agreed.

3417
Modification Help / Re: How to make projectile follow player?
« on: April 16, 2008, 05:46:08 PM »
I never said I wrote the code... I said the code I used in my Homing Rocket Launcher. The creator of the code was Qwertyuiopas, so if you have issues with the code then flame him not me.

3418
Modification Help / Re: How to make projectile follow player?
« on: April 16, 2008, 05:07:43 AM »
Code: [Select]
function YourProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
     %obj.projectile.delete();
}

I think that may work.. IDk

3419
Modification Help / Re: How to make projectile follow player?
« on: April 08, 2008, 08:14:05 AM »
Basically if I were to shoot toward a player, if it came close enough to the player, then it would go toward him.
Is this possible? If so, how?

Here this is my projectile home I used for my homing rocket launcher;
Code: [Select]
function HomingRocketImage::onFire(%this,%obj,%slot)
{
    %initPos = %obj.getEyeTransform();
%muzzleVector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%muzzleVelocity = VectorScale(%muzzleVector, 20);
%p = new Projectile()
{
dataBlock        = HomingRocketProjectile;
initialVelocity  = %muzzleVelocity;
initialPosition  = %initPos;
sourceObject     = %obj;
sourceSlot       = %slot;
client           = %obj.client;
};
    %p.target=ContainerRayCast(vectoradd(%initPos,vectorscale(%muzzleVector,2)),vectoradd(%initPos,vectorscale(%muzzleVector,500)),$TypeMasks::PlayerObjectType);
    schedule(400,0,"projectilehome",%p);
    MissionCleanup.add(%p);
return %p;
}
function projectilehome(%projectile)
{
    if(!isobject(%projectile.target))return;//if the projectile is gone, it will return nothing, and nothing is NOT an object. this also checks the target, so it is actually faster
    if(isObject(%obj.client.minigame))
    commandtoclient(%client,'bottomPrint',"Homing!.",1);
    %pos=%projectile.getposition();
    %targ=vectoradd(%projectile.target.getposition(),"0 0 1.5");
    %diff=vectorsub(%targ,%pos);
    %p = new Projectile()
{
dataBlock        = HomingRocketProjectile;
initialVelocity  = vectorscale(%diff,10/vectorlen(%diff));
initialPosition  = %projectile.getposition();
sourceObject     = %projectile.sourceObject;
sourceSlot       = %projectile.sourceSlot;
client           = %projectile.client;
};
    %p.target=%projectile.target;
    %p.event=schedule(200,0,"projectilehome",%p);
    %projectile.delete();
    return;
    %projectile.initialVelocity=vectorscale(%diff,10/vectorlen(%diff));
    schedule(200,0,"projectilehome",%projectile);
    %projectile.initialPosition=%projectile.getposition();
    commandtoclient(%client,'bottomPrint',"No target found.",1);
}

function HomingRocketProjectile::damage(%this,%obj,%col,%fade,%pos,%normal)
{
   if(%this.directDamage <= 0)
      return;

   //direct damage doubles for crouching players
   %damageType = $DamageType::Direct;
   if(%this.DirectDamageType)
      %damageType = %this.DirectDamageType;

   if(%col.getType() & $TypeMasks::PlayerObjectType)
   {
      %col.damage(%obj, %pos, %this.directDamage, %damageType);
      %projectile.delete();
   }
   else
   {
      %col.damage(%obj, %pos, %this.directDamage, %damageType);
      %projectile.delete();
   }
}

Note that is does not delete the projectile on collision, also it homes when you aim dead on them, you can change anything you need/want to.

3420
Modification Help / Re: Need some info.
« on: April 04, 2008, 07:50:13 AM »
Ahh a baseball/sport game of some sought I presume?
1. Geeks grenade - Although he's most likely annoyed at the amount of people using it.
2. I tryed this ages ago,
But I'll just chuck some guesses:
Maybe on armor collision with the object add tool to the inventory then hide the shape from the game. (I think that might make a clutter of useless hidden shapes though) or maybe just delete the collision, I'm not sure.

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