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Messages - Burger

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1756
Add-Ons / Re: Kaje's Weapons
« on: February 05, 2009, 09:39:33 PM »
Sniper is wrong. Looks like an oddly-shaped rifle with a scope.

1. Handle is straight. Should be bent back some.
2. Buttstock s=is straight; Should be curved.
3. No place for a clip.

This is blockland, not Counter-strike.

1757
Modification Help / Re: Sword Edits.
« on: February 05, 2009, 09:36:42 PM »
Quote
//sword.cs
datablock AudioProfile(swordDrawSound)
{
   filename    = "add-ons/weapon_sword/sworddraw.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(swordHitSound)
{
   filename    = "add-ons/weapon_sword/swordhit.wav";
   description = AudioClosest3d;
   preload = true;
};


//effects
datablock ParticleData(swordExplosionParticle)
{
   dragCoefficient      = 2;
   gravityCoefficient   = 1.0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   spinRandomMin = -90;
   spinRandomMax = 90;
   lifetimeMS           = 500;
   lifetimeVarianceMS   = 300;
   textureName          = "base/data/particles/chunk";
   colors[0]     = "0.7 0.7 0.9 0.9";
   colors[1]     = "0.9 0.9 0.9 0.0";
   sizes[0]      = 0.5;
   sizes[1]      = 0.25;
};

datablock ParticleEmitterData(swordExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 60;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "swordExplosionParticle";

   uiName = "Sword Hit";
};

datablock ExplosionData(swordExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 500;

   soundProfile = swordHitSound;

   particleEmitter = swordExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

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

   shakeCamera = true;
   camShakeFreq = "20.0 22.0 20.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 3;
   lightEndRadius = 0;
   lightStartColor = "00.0 0.2 0.6";
   lightEndColor = "0 0 0";
};


//projectile
AddDamageType("Sword",   '<bitmap:add-ons/Weapon_Sword/CI_sword> %1',    '%2 <bitmap:add-ons/Weapon_Sword/CI_sword> %1',0.75,1);
datablock ProjectileData(swordProjectile)
{
   directDamage        = 35;
   directDamageType  = $DamageType::Sword;
   radiusDamageType  = $DamageType::Sword;
   explosion           = swordExplosion;
   //particleEmitter     = as;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 100;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";

   uiName = "sword Slice";
};


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

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

   //gui stuff
   uiName = "sword";
   iconName = "./icon_sword";
   doColorShift = true;
   colorShiftColor = "0.471 0.471 0.471 1.000";

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

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

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "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 = false;

   eyeOffset = "0.7 1.2 -0.25";

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = swordItem;
   ammo = " ";
   projectile = swordProjectile;
   projectileType = Projectile;

   //melee particles shoot from eye node for consistancy
   melee = true;
   doRetraction = false;
   //raise your arm up or not
   armReady = true;

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.471 0.471 0.471 1.000";

   // 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]             = 0.5;
   stateTransitionOnTimeout[0]      = "Ready";
   stateSound[0]                    = swordDrawSound;

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

   stateName[2]         = "PreFire";
   stateScript[2]                  = "onPreFire";
   stateAllowImageChange[2]        = false;
   stateTimeoutValue[2]            = 0.1;
   stateTransitionOnTimeout[2]     = "Fire";

   stateName[3]                    = "Fire";
   stateTransitionOnTimeout[3]     = "CheckFire";
   stateTimeoutValue[3]            = 0.2;
   stateFire[3]                    = true;
   stateAllowImageChange[3]        = false;
   stateSequence[3]                = "Fire";
   stateScript[3]                  = "onFire";
   stateWaitForTimeout[3]      = true;

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

   
   stateName[5]                    = "StopFire";
   stateTransitionOnTimeout[5]     = "Ready";
   stateTimeoutValue[5]            = 0.2;
   stateAllowImageChange[5]        = false;
   stateWaitForTimeout[5]      = true;
   stateSequence[5]                = "StopFire";
   stateScript[5]                  = "onStopFire";


};

function swordImage::onPreFire(%this, %obj, %slot)
{
   %obj.playthread(2, armattack);
}

function swordImage::onStopFire(%this, %obj, %slot)
{   
   %obj.playthread(2, root);
}

Everything that I put in bold for you, rename.
Everything in italic underlined, you need to use, or you will get errors. Have fun.

1758
Modification Help / Re: Sword Edits.
« on: February 05, 2009, 09:08:55 PM »
You need to rename the datablocks in order for it to not overwrite the original sword.

1759
General Discussion / Re: Non-Sold BLIDS
« on: February 05, 2009, 04:18:25 PM »
There are like 700 still on the site, yet, I will not give it away. Find it in the same topic I did. :D

1760
Modification Help / Re: I have the dts file now how do I animate the thing?
« on: February 03, 2009, 07:30:49 PM »
You need to animate it before you export it.

1761
Clan Discussion / Re: --{=§ilent§words===>
« on: February 01, 2009, 08:56:42 PM »
    MMMM
   (  o  o  )
    l         l
    l_____l
Skull head
That is so toast.

1762
Modification Help / Re: My first Package
« on: February 01, 2009, 06:39:42 PM »
Here, try this:
Code: [Select]
package tumble
{
function servercmdTumble(%client, %user)
{
if(%client.isSuperAdmin == false || %client.isAdmin == false)
{
return;
}
if(%user !$= "")
{
%target = findClientByName(%user).player;
%targetC = findClientByName(%user);
%target.tumble();
messageClient(%client, '', '\c5%1 is now tumbling!', %targetC.name);
messageClient(%targetC, '', '\c6You are now tumbling!', %user);
} else {
%client.player.tumble();
messageClient(%client, '', '\c6You are now tumbling!', %user);
}
}
};
ActivatePackage(tumble);

1763
Creativity / Re: I made a background
« on: January 31, 2009, 10:14:42 PM »
I like it personally.

1764
Gallery / Re: [N] Venice City
« on: January 31, 2009, 09:21:01 PM »
I like what you're trying to do with the waterways. It's a lot different from what most builds do. I don't think, though, that you're gonna end up with a good-looking build like that. Venice builds usually focus on the idea that buildings are by the waterside, not that water is held beside the buildings.
In Venice, the water is the roads, so it is basicly right next to the buildings.

1765
Add-Ons / Re: Tobbogan (sled)
« on: January 31, 2009, 09:42:26 AM »
go make your own stuff
all your proving is that you couldn't make a decent model if your life depended on it
Hey assforget, you took the sled idea from me. Kaje's was the first. I was second. Get your own idea.

1766
They don't. The teachers don't give a stuff what you did in middle school. What you do in there class is what matters.

1767
Gallery / Re: My epic fail
« on: January 30, 2009, 05:12:01 PM »
You did it wrong.

1768
Clan Discussion / Re: Clan[MotE]
« on: January 30, 2009, 03:24:04 PM »
I found an impersonator.

Name: Hacumi
ID:8343

Douche kept telling me he was in the clan, wasn't buying it one bit.

Your welcome.

1769
Modification Help / Re: The OFFICIAL Beer Can mod help topic
« on: January 28, 2009, 08:06:35 PM »
If using Milkshape,  when exporting, all LOD's have to be the same number.

1770
Modification Help / Re: Winter pack
« on: January 28, 2009, 03:12:10 PM »
I'm sorry for all the work people have put into this pack to help me, but I'm not ready to take this on. There are so many problems it overwhelms me. Pack is discontinued.

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