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Messages - Destiny/Zack0Wack0

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3451
Suggestions & Requests / Re: Short Mod
« on: February 16, 2008, 03:48:28 PM »
-.5 wowa thats not good, I think your looking for 1 1 .5

3452
Modification Help / Re: Homing RocketLauncher
« on: February 15, 2008, 05:54:32 PM »
Oh did I say script? I'll change it to *Weapon*

3453
Modification Help / Re: Coding: Help
« on: February 15, 2008, 02:28:24 AM »
I was thinking of making a guide "Basic TorqueScript" but I felt it would bring to many nooby uneeded Add-Ons to the game.

3454
Modification Help / Re: Homing RocketLauncher
« on: February 15, 2008, 02:26:14 AM »
Aye verily, He gave it to me awhile back but and allowed me to modify it in anyway.

3455
Modification Help / Re: Homing RocketLauncher
« on: February 13, 2008, 11:13:14 PM »
Orly? I searched and no other homing topics came up beside wrench events

3456
Modification Help / Homing RocketLauncher
« on: February 13, 2008, 07:24:49 PM »
"I'm in a bit of a pickle"

My homing rocket launcher Weapon works fine apart from one glitch.
When it homes in on someone and collides with them it does not kill itself.
Also I need to know the variable to check if the player its about to home in on is not in the minigame, if so it pulls out. If someone could help I would be much appreciative.
Please do not steal my idea -_-

Code: [Select]
//Homing RocketL.cs
//Made by Destiny - Original homing script by Qwertyuiopas.

//audio
datablock AudioProfile(HomingRocketFireSound)
{
   filename    = "./sound/rocketFire.wav";
   description = AudioClosest3d;
   preload = true;
};

datablock AudioProfile(HomingRocketExplodeSound)
{
   filename    = "./sound/tntExplode.wav";
   description = AudioDefault3d;
   preload = true;
};
datablock AudioProfile(HomingRocketLoopSound)
{
   filename    = "./sound/rocketLoop.wav";
   description = AudioCloseLooping3d;
   preload = true;
};

//muzzle flash effects
datablock ParticleData(HomingRocketFlashParticle)
{
dragCoefficient      = 1;
gravityCoefficient   = 1.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 1500;
lifetimeVarianceMS   = 150;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.4 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(HomingRocketFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 10.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "rocketLauncherFlashParticle";
};

datablock ParticleData(HomingRocketSmokeParticle)
{
dragCoefficient      = 5;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 300;
lifetimeVarianceMS   = 250;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;

   colors[0]     = "0.5 0.5 0.5 0.0";
colors[1]     = "0.5 0.5 0.5 0.9";
colors[2]     = "0.5 0.5 0.5 0.0";

sizes[0]      = 0.25;
   sizes[1]      = 1.0;
sizes[2]      = 1.75;

   times[0] = 0.0;
   times[1] = 0.5;
   times[2] = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(HomingRocketSmokeEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;
   ejectionVelocity = 10.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 25;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HomingRocketSmokeParticle";
};


//bullet trail effects
datablock ParticleData(HomingRocketTrailParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.0;
inheritedVelFactor   = 0.15;
constantAcceleration = 0.0;
lifetimeMS           = 1000;
lifetimeVarianceMS   = 805;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -150.0;
spinRandomMax = 150.0;
colors[0]     = "1.0 1.0 0.0 0.4";
colors[1]     = "1.0 0.2 0.0 0.5";
   colors[2]     = "0.20 0.20 0.20 0.3";
   colors[3]     = "0.0 0.0 0.0 0.0";

sizes[0]      = 0.25;
sizes[1]      = 0.85;
   sizes[2]      = 0.35;
  sizes[3]      = 0.05;

   times[0] = 0.0;
   times[1] = 0.05;
   times[2] = 0.3;
   times[3] = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(HomingRocketTrailEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 1;
   ejectionVelocity = 0.25;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HomingRocketTrailParticle";
};


datablock ParticleData(HomingRocketExplosionParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 700;
lifetimeVarianceMS   = 400;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.9 0.6 0.9";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 10.0;
sizes[1]      = 15.0;

useInvAlpha = true;
};
datablock ParticleEmitterData(HomingRocketExplosionEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 10;
   velocityVariance = 1.0;
   ejectionOffset   = 3.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HomingRocketExplosionParticle";
};


datablock ParticleData(HomingRocketExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 40;
lifetimeVarianceMS   = 10;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "1 0.5 0.2 0.5";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 8;
sizes[1]      = 13;

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

   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 0.0;
   ejectionOffset   = 3.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HomingRocketExplosionRingParticle";
};

datablock ExplosionData(HomingRocketExplosion)
{
   //explosionShape = "";
   explosionShape = "./shapes/explosionSphere1.dts";
soundProfile = HomingRocketExplodeSound;

   lifeTimeMS = 150;

   particleEmitter = HomingRocketExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = HomingRocketExplosionRingEmitter;

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

   shakeCamera = true;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "3.0 10.0 3.0";
   camShakeDuration = 0.5;
   camShakeRadius = 20.0;

   // Dynamic light
   lightStartRadius = 5;
   lightEndRadius = 20;
   lightStartColor = "1 1 1 1";
   lightEndColor = "0 0 0 0";

   damageRadius = 3;
   radiusDamage = 100;

   impulseRadius = 6;
   impulseForce = 4000;
};


AddDamageType("RocketDirect",   '<bitmap:add-ons/ci/rocket> %1',    '%2 <bitmap:add-ons/ci/rocket> %1',1,1);
AddDamageType("RocketRadius",   '<bitmap:add-ons/ci/rocketRadius> %1',    '%2 <bitmap:add-ons/ci/rocketRadius> %1',1,0);
datablock ProjectileData(HomingRocketProjectile)
{
   projectileShapeName = "./shapes/RocketProjectile.dts";
   directDamage        = 30;
   directDamageType = $DamageType::RocketDirect;
   radiusDamageType = $DamageType::RocketRadius;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = HomingRocketExplosion;
   particleEmitter     = HomingRocketTrailEmitter;

   brickExplosionRadius = 3;
   brickExplosionImpact = false;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 30;             
   brickExplosionMaxVolume = 30;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 60;  //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)

   sound = HomingRocketLoopSound;

   muzzleVelocity      = 65;
   velInheritFactor    = 1.0;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = true;
   lightRadius = 5.0;
   lightColor  = "1 0.5 0.0";
};

//////////
// item //
//////////
datablock ItemData(HomingRocketItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

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

//gui stuff
uiName = "HomingRocket.";
iconName = "./ItemIcons/rocketLauncher";
doColorShift = true;
colorShiftColor = "0.100 0.500 0.250 1.000";

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

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

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = 0; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix( "0 0 0" );

   // 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 = BowItem;
   ammo = " ";
   projectile = HomingRocketProjectile;
   projectileType = Projectile;

//casing = rocketLauncherShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   minShotTime = 700;   //minimum time allowed between shots (needed to prevent equip/dequip exploit)

   doColorShift = true;
   colorShiftColor = rocketLauncherItem.colorShiftColor;//"0.400 0.196 0 1.000";

   //casing = " ";

   // 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";
stateSound[0] = weaponSwitchSound;

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

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.1;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = rocketLauncherFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = tailNode;
stateSound[2] = rocketFireSound;
   stateSequence[2]                = "Fire";
//stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = rocketLauncherSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.1;
   stateSequence[3]                = "TrigDown";
stateTransitionOnTimeout[3]     = "CoolDown";

   stateName[5] = "CoolDown";
   stateTimeoutValue[5]            = 0.5;
stateTransitionOnTimeout[5]     = "Reload";
   stateSequence[5]                = "TrigDown";


stateName[4] = "Reload";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "TrigDown";

   stateName[6]   = "NoAmmo";
   stateTransitionOnAmmo[6] = "Ready";

};

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
    //echo("homing");
    %pos=%projectile.getposition();
    %targ=vectoradd(%projectile.target.getposition(),"0 0 1.5");
    %diff=vectorsub(%targ,%pos);
    %p = new Projectile()
{
dataBlock        = rocketlauncherProjectile;
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,"rocketlauncherprojectilehome",%projectile);
    %projectile.initialPosition=%projectile.getposition();
}

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);
   }
   else
   {
      %col.damage(%obj, %pos, %this.directDamage, %damageType);
   }
}

3457
Suggestions & Requests / Re: Raisable "Pets"?
« on: February 02, 2008, 03:32:09 PM »
I'm most likely going to get flamed for this but qwertyuiopas scripted a full pet mod in v0002, I guess I could import it and clean it up.... If no ones already made it.

3458
Gallery / Re: Burning Crusade DM
« on: January 27, 2008, 07:13:25 PM »
Cant be bothered to read all that but the pics look nice.

3459
Drama / Re: Joltener's last posts
« on: January 25, 2008, 04:23:46 PM »
P.S. Your mother's a whore. :cookieMonster:

Lol I bet he got banned now =P

3460
Suggestions & Requests / Re: RTB Isles Night
« on: January 21, 2008, 03:14:41 PM »
A mirror of the sky on the water would make it cooler to.

3461
Drama / Re: wtf USSR.
« on: January 15, 2008, 04:00:45 PM »
Qwick everybody get your spears and holy water we're going to hunt the bitch down, oh wait you mean its over? Aww I was going to do some spearing and holy water'in.

Loel

3462
Clan Discussion / Re: IM BAAAAAAACK
« on: January 15, 2008, 03:39:03 PM »
Sounds kinda phailish

3463
Clan Discussion / Re: bod (bringers of death)
« on: January 15, 2008, 03:33:50 PM »


I lol'd so hard at that dogs face

anyways,
Epic fail, the names even gay.

Loel yeah same where the hell do people get these photos >_> as for the clan it looks phail.

3464
Drama / Re: wtf USSR.
« on: January 09, 2008, 05:00:31 PM »
Err wtf no I'm not im Destiny even ask SolarFlare....... I'll think you'll find my account on those forums.

3465
Drama / Re: wtf USSR.
« on: January 09, 2008, 02:55:13 AM »
@faceChild: Yes 90% and im in 10%

Look the guy thats impersonating is my schoolmate although we no longer go to school together.
I don't know how many times I told him at school : Seriously dude stop impersonating USSR and start your own clan. You really have no right to start a RTB Ussr.

He had no right to impersonate you, and since im his friend im going to apologize to you. But some of those people that use those forums are nice guys so please don't blame the forums for him hurting you. He hardly uses the forums anway.


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