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Messages - Nick4t

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961
Modification Help / Re: Gun Facing Backwards in 1st person
« on: October 06, 2008, 10:59:23 AM »
Still nothing D: (Updated code above)

962
Modification Help / Re: Gun Facing Backwards in 1st person
« on: October 06, 2008, 10:31:39 AM »
You probably changed the rotation in the weaponImage.
I don't think I changed that, but here is the script.                                                                                                 


Quote
datablock ParticleData(RifleSmokeParticle)
{
   dragCoefficient      = 3;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 1525;
   lifetimeVarianceMS   = 55;
   textureName          = "base/data/particles/cloud";
   spinSpeed      = 10.0;
   spinRandomMin      = -500.0;
   spinRandomMax      = 500.0;
   colors[0]     = "0.5 0.5 0.5 0.9";
   colors[1]     = "0.5 0.5 0.5 0.0";
   sizes[0]      = 0.15;
   sizes[1]      = 0.25;

   useInvAlpha = false;
};
datablock ParticleEmitterData(RifleSmokeEmitter)
{
   ejectionPeriodMS = 10;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "RifleSmokeParticle";
};


//bullet trail effects
datablock ParticleData(RiflebulletTrailParticle)
{
   dragCoefficient      = 3;
   gravityCoefficient   = -0.0;
   inheritedVelFactor   = 0.0;
   constantAcceleration = 0.0;
   lifetimeMS           = 625;
   lifetimeVarianceMS   = 55;
   textureName          = "base/data/particles/thinRing";
   spinSpeed      = 10.0;
   spinRandomMin      = -500.0;
   spinRandomMax      = 500.0;
   colors[0]     = "0.3 0.3 0.9 0.4";
   colors[1]     = "0.5 0.5 0.5 0.0";
   sizes[0]      = 0.15;
   sizes[1]      = 0.25;

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

AddDamageType("Rifle",   '<bitmap:add-ons/Weapon_Rifle/CI_rifle> %1',    '%2 <bitmap:add-ons/Weapon_Rifle/CI_rifle> %1',0.5,1);
datablock ProjectileData(RifleProjectile)
{
   projectileShapeName = "./bullet.dts";
   directDamage        = 150;
   directDamageType    = $DamageType::Rifle;
   radiusDamageType    = $DamageType::Rifle;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 25;
   brickExplosionMaxVolume = 200;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloati ng = 200;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse        = 1200;
   verticalImpulse     = 1400;
   explosion           = GunExplosion;
   particleEmitter     = RiflebulletTrailEmitter;

   muzzleVelocity      = 2000;
   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";
};

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

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

   //gui stuff
   uiName = "Rifle";
   iconName = "./icon_rifle";
   doColorShift = true;
   colorShiftColor = "0.25 0.25 0.25 1.000";

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


////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(RifleImage)
{
   // Basic Item properties
   shapeFile = "./rifle.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = "0.2 0.55 -0.35";
   rotation = eulerToMatrix( "0 0 0" );
   eyeRotation = 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 = RifleProjectile;
   projectileType = Projectile;

   casing = GunShellDebris;
   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 = 2000;   //minimum time allowed between shots (needed to prevent equip/dequip exploit)

   doColorShift = true;
   colorShiftColor = RifleItem.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]             = 0.15;
   stateTransitionOnTimeout[0]       = "Ready";
   stateSound[0]               = weaponSwitchSound;

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

   stateName[2]                    = "Fire";
   stateTransitionOnTimeout[2]     = "Smoke";
   stateTimeoutValue[2]            = 0.14;
   stateFire[2]                    = true;
   stateAllowImageChange[2]        = false;
   stateSequence[2]                = "Fire";
   stateScript[2]                  = "onFire";
   stateWaitForTimeout[2]         = true;
   stateEmitter[2]               = GunFlashEmitter;
   stateEmitterTime[2]            = 0.05;
   stateEmitterNode[2]            = "muzzleNode";
   stateSound[2]               = GunShot1Sound;
   stateEjectShell[2]       = true;

   stateName[3] = "Smoke";
   stateEmitter[3]               =          RifleSmokeEmitter;
   stateEmitterTime[3]            = 2.00;
   stateEmitterNode[3]            = "muzzlePoint";
   stateTimeoutValue[3]            = 2.00;
   stateTransitionOnTimeout[3]     = "Reload";
   stateWaitForTimeout[3]         = true;

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

};

function RifleImage::onFire(%this,%obj,%slot)
{
   if(%obj.getDamagePercent() < 1.0)
      %obj.playThread(2, shiftAway);
   Parent::onFire(%this,%obj,%slot);   
}
       

963
Modification Help / Gun Facing Backwards in 1st person
« on: October 05, 2008, 11:55:32 PM »
Well, I made a gun add-on and everything works fine except the gun is facing backwards in 1st person, but in 3rd person the gun is facing in the right direction.

965
Help / Re: Is there any mod that overrites the DEFAULT gun?
« on: October 02, 2008, 09:01:11 AM »
                          
Everyone the peice of stuff FAIL BIN power pistol overrites your default pistol don't
  DON'T DL IT!
Yes, I know :P

966
Help / Re: How to use mission editor on a mac
« on: October 01, 2008, 08:45:38 AM »
i did that and it wont work in the Terminal it says this when i press apple+m
Executing editor/cursors.cs.
Executing editor/editor.bind.cs.
Executing editor/ObjectBuilderGui.gui.
exec: invalid script file ./EditorGui.gui.
exec: invalid script file ./EditorGui.cs.
exec: invalid script file ./WorldEditorSettingsDlg.gui.
exec: invalid script file ./TerrainEditorVSettingsGui.gui.
editor/editor.cs (67): Unable to find object: 'EWorldEditor' attempting to call function 'ignoreObjClass'
editor/editor.cs (70): Unable to find object: 'EditorGui' attempting to call function 'init'
Executing editor/editorRender.cs.
editor/editor.cs (103): Unable to find object: 'EditorGui' attempting to call function 'getId'
editor/editor.cs (0): Unknown command open.
  Object editor(6844) editor -> EditManager -> GuiControl -> SimGroup -> SimSet -> SimSet -> SimObject
Weird.... It works for me :/

967
Help / Re: I need HELP
« on: September 29, 2008, 11:01:04 PM »
I see no point in telling you this, but to host a internet server you need to forward your ports. No I am not going to guide you through the process step by step, why not go to http://portforward.com/ ? Also, to "make cars and trucks" you need to create something called an "add-on". Add-ons are not just something anyone can make, so don't even try.

968
Off Topic / Re: My cat
« on: September 20, 2008, 07:40:40 PM »
Our cat was about 20 years old but passed away while we were on holidays.
D:

969
Add-Ons / Re: D&R Military Jeep
« on: September 19, 2008, 10:03:15 PM »
Amazing!  :cookieMonster:

970
General Discussion / Re: How did you find out about BlockLand.
« on: September 19, 2008, 09:58:05 PM »
I saw an add on some lego site.

971
Help / Re: How do i make a Shirt?
« on: September 18, 2008, 09:36:02 AM »
Use any kind of painting program, make sure the "shirt's" thumbnail is 64 x 64 and another image that is 256 x 256. Also make sure both of them are .png, hope that helps. :D

972
Help / Re: Setting an Avatar Problem?
« on: September 16, 2008, 10:48:42 PM »
Upload a picture from your computer, but make sure the picture is 64 x 64 or smaller.

973
Gallery / Re: (WIP) Yes another USSR application
« on: September 14, 2008, 10:04:38 PM »
Looks great so far!  :cookieMonster:

974
Help / Some people crash when joining my server
« on: September 14, 2008, 10:00:35 PM »
This only happens to a few people, so far TheWorm, DahBomb, Alucard, and Dippy. For some reason they can't join my server, I deleted a lot of my add-ons but they seem to still be having this problem. Help would be appreciated.

975
Add-Ons / Re: Sounds - Morse Code
« on: September 09, 2008, 11:40:34 PM »
- .... .. ... / .. ... / .- .-- . ... --- -- . ?  :cookieMonster:

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