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Topics - Darksaber2213

Pages: 1 2 3 4 5 [6] 7 8 9
76
Add-Ons / Police Pistol [Fallout: New Vegas]
« on: November 21, 2014, 02:25:02 PM »
The police pistol from Fallout: New Vegas is here!

I decided that since I haven't posted an add on in quite a while, I would make this.



It has it's own custom reloading system, and has a max capacity of 6 bullets.
Headshots do critical damage.

Normal Shot: 30 dmg
Headshot: 75 dmg

Press 'Light Key' to reload if you are running low on bullets.






Required Add-Ons:

Download: Police Pistol

77
Modification Help / Detecting wheel position on vehicle?
« on: September 30, 2014, 12:25:49 AM »
I need to detect the position of all 4 wheels on any vehicle, taking in account for rotation. I searched for like an hour but couldn't find anything useful.
Any solutions?

I'm up for anything, could be a hacky raycast system or bounding box or zones or something.

78
Off Topic / [YTP] - Bad's spots
« on: August 31, 2014, 12:59:22 AM »
https://www.youtube.com/watch?v=85lgFhuHS9I

Yeah just a YTP that I made in my spare time
Its a YTP of Badspot's steam machine unboxing/review.

(contains liberal amounts of richard jokes)

79
Add-Ons / Event - OnBrickLoaded
« on: August 28, 2014, 02:15:12 PM »
Event - OnBrickLoaded


The old one was sorta broken and slow and didn't work on dedicated servers, so I
decided to make a new one

Features:
  • Fixed code.
  • Smaller code than the other one.
  • Works on dedi servers.
  • Probably faster.


Author - Carbon Zypher (Darksaber2213)


80
Welcome to the IMGUR LOTTERY!


You simply click a link to simple page that generates random strings until it finds an image that exists. There are a lot of fairly boring images, mostly game screenshots and reaction images, but there's a fair enough share of interesting things to dig up that it makes it a pretty fun little time-waster. You've got the potential to see something very few other people have!*


Let me make this perfectly clear:

You may or may not come across certain NSFW images while browsing IMGUR. This is not a guarantee but is very certainly a possibility.
You have been warned, play at your own risk.


click the slots to play!


*[stolen from other thread because I couldn't write a better one]

Steve5451²has made a version which generates a bunch of random images in a line
clicky


VVV Post your cool images below VVV

81
Off Topic / My birthday
« on: June 16, 2014, 04:34:48 PM »
Today is the anniversary of the day that my big fat baby head came flying out of my mom's vagina hole.
CELEPROOT


82
Off Topic / 1001 Posts!
« on: June 07, 2014, 02:17:53 PM »

Hallyjooya another useless milestone

83
Add-Ons / [Add-On Pack] - LEGEND OF ZELDA
« on: May 21, 2014, 11:59:31 PM »

Ya das rite
//click the images to download//


Random stuff primarily from the OoT game and only some from the TP game.




Brixx
So firs we gonna have bricks

Hookshot Target

  • This is a hookshot target from OoT. Nothing really more to say.


CLAWSHOT Target

  • Same thing as the hookshot target but with a different model from SS and TP

Locks


  • Capability of unlocking and locking.
  • Uses default door system.
  • also comes in 6x variant



Toolse
Den we gonna have toolse

FIXED HOOKSHOT WOOOO

  • Actually has realistic sounds pertaining to OoT
  • Has much more accurate reach
  • Only latches onto bricks named "hookbrick" (without quotes)


LONGSHOT

  • Everything about the hookshot (this one) but has a much longer range
  • Purple




Scripts
An finally we gonna have scripts

Rupee System

Rupee Currency System

Events:
  • Client -> addRupees (self explanatory)
  • Client -> setRupees (self explanatory)
  • Client -> checkRupees (gives the client a message of how many rupees they have)
  • Self -> RupeeRequest (requests a number of rupees for a reason. 2 input text boxes, 1st is reason, 2nd is amount. Automatically checks if the client has enough rupees to purchase the item)
  • Self -> OnRupeeRequestAccept (self explanatory)
  • Self -> OnRupeeRequestDeny (self explanatory)

Rupee Items

    • Comes as items. Gives 1 (green), 5 (blue) and 20 (red) rupees.
    • Plays different sounds depending on what rupee was picked up

    Arrow Bundle

    • Is a pickup, gives you 15 arrows
    • Comes with addArrow Event


    Weapons
    Oops forgot weapons

    Hero's Bow

    • Uses Arrows
    • Custom small ammo system, requires no files other than the ammo item script, does not magically refill when you re equip

    Master Sword

    • Fully new model (OoT one)
    • All OoT sounds
    • Plays 4 different hit sounds, 3 for non player, one for player

    Zelda Bomb


    • First Bomb to come with events.
    • Cool Explosion Effects
    • Sweet Custom Model
    • All OoT sounds




    Summary

    So in summary we have
    • Hookshot Target ☑
    • Clawshot Target ☑
    • Lock Bricks ☑
    • Hookshot ☑
    • Longshot ☑
    • Rupee Events ☑
    • Rupee Items ☑
    • Master Sword ☑
    • Bomb ☑
    MAKE SURE TO SUBMIT STUFF FOR ME TO MAKE!



    [/list]


    84
    Add-Ons / Saints Row IV DUBSTEP GUN
    « on: May 09, 2014, 07:46:19 PM »

                                                                                             x : ! [ DUBSTEP GUN ] ! : x

    Suggested by: GEN.Fire Bird, http://forum.blockland.us/index.php?topic=257187.0



    The dubstep gun from Saints Row IV is now here!
    The weapon is fully animated, the sub-woofer pumps, the disc spins, and the little sliders on the side move.
    Fires 3 homing projectiles and plays the song from Saints Row IV Industrial Dubstep Gun.








    85
    General Discussion / Blockland Development
    « on: May 06, 2014, 07:04:23 PM »
    Let's take a look at ALL of the updates since the "amazing" shadows and shaders update back in 2012

    • r1701 - bug fixes
    • r1707 - bug fixes
    • r1711 - bug fixes
    • r1713 - bug fixes
    • r1715 - bug fixes
    • r1728 - bug fixes
    • r1730 - bug fixes
    • r1741 - door bricks
    • r1749 - other halloween bricks
    • r1753 - bug fixes
    • r1766 - balls
    • r1775 - bug fixes
    • r1783 - bug fixes
    • r1808 - speedkart
    • r1853 - bots
    • r1855 - bug fixes
    • r1908 - fov slider
    • r1918 - bug fixes
    • r1922 - blockheads ruin xmas
    • r1931 - bug fixes

    # of total updates: 20
    # or big updates promised by shadows and shaders update: 0
    # of bug fix updates: 13

    Quote from: kompressor
    Not having to deal with interiors + terrains makes it a lot easier to make brick and vehicle physics really good.
    We can make incremental changes and get big improvements in the short term. Killing interiors + terrains is a big step towards a brighter future. Bigger than buying a copy of Unity.

    I just thought removing maps would've helped more than this...

    discuss

    86
    Modification Help / Light only visible to host?
    « on: May 04, 2014, 03:11:56 PM »
    Code: [Select]
    lightType = "ConstantLight";
    lightRadius = 30;
    lightColor  = "1.0 0.5 0.0 1.0";

    It only shows up for the host of the server. Other players can't see it?
    If this is host only, then can I mount a different light to it or something?

    87
    General Discussion / Carbon Zypher's LASER Tag [REDUX] [ONLINE]
    « on: April 22, 2014, 07:43:35 PM »



    The server is currently ONLINE





    Yeah
    So I basically redid the entire thing.

    OLD GUN:





    NEW GUN:




    OLD MAP:

    NEW MAP:











    The server is currently ONLINE




    88




    Original Topic
    Colorset

    //updates
    Wizardri
    Experience Update
    Mega Spell Addition Update
    The Hat Update
    More Spells Update
    Shop System Update
    Playable Prototype Almost Finished



    Here goes...

    3/9/14 "Wizardri Started"
    New server called wizardri! A game about randomly picked wizard types that battle eachother to death in a beautiful landscape, inspired by Godus, built by Zealot. Go check out this topic for pictures and build updates: Original Topic


    3/15/14 "Mega Spell Addition Update"
    We've added 3 types of spell: fire, ice, and wind. Also added all class movement spells. Here is the gliffy diagram
    Spells cost "mana", a blue energy bar in the corner of your screen. You cannot fire spells while you are out of mana. Mana regenerates over time.

    //fire sets people on fire, causes a prolonged "bleeding" effect.


    //ice obviously freezes people. subject stays frozen for 4 seconds.


    //wind blasts people far away from you


    3/29/14 "Experience"
    Added a 100% scripted experience meter. No hacky events or VCE. Will be used to buy spells from the shop later. Each kill is worth 50 exp.

    Admins can /giftExp name number
    players can /donateExp name number


    4/1/14 "Hat Update"
    Hats actually work now. Gives you a random hat upon spawn. Hat color determines type. Spells from the shop are type specific Thanks to jakeblade for the models.

    //fire hat


    //ice hat


    //wind hat


    //earth hat


    //death hat

    Admins can give themselves a different type with /settype 0 - 4, (0-fire, 1-ice, 2-wind, 3-earth, 4-death)


    4/6/14 "More Spells Update"
    Added earth and death spells! 6 new spells, including: Earth Blast, Regenerate, and Shield. Death spells are Trickle, Drain and Devour.
    Earth has chunk.png particles while death has spooky skull particles.


    4/13/14 "Shop Update"
    players can do /listspells, and /buy spellname [ex: /buy W - Firebolt]
    Spells are purchased with EXP. See Experience Update for more details.



    4/15/14 "Playable Prototype"
    COMING SOON, PLAYABLE PROTOTYPE OF "ZEALOT'S WIZARDRI" COMING TO A SERVER LIST NEAR YOU

    Back to top


    Thanks for reading, more updates to come

    89
    Said liquid becomes your saliva for a day.

    Discuss...
    Make sure to post your reaction to the new liquid after subsequently becoming your saliva.

    90
    Modification Help / setImageAmmo not working
    « on: March 12, 2014, 05:57:03 PM »
    Code: [Select]
    stateName[0]                     = "Activate";
    stateTimeoutValue[0]             = 0.15;
    stateTransitionOnTimeout[0]       = "Ready";
    stateSound[0] = CarbonShotgunDrawSound;

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

    stateName[2]                    = "Fire";
    stateTransitionOnTimeout[2]     = "Smoke";
    stateTimeoutValue[2]            = 0.14;
    stateAllowImageChange[2]        = false;
    stateSequence[2]                = "trigger";
    stateScript[2]                  = "onFire";
    stateWaitForTimeout[2] = true;
    stateEmitter[2] = CarbonShotgunFlashEmitter;
    stateEmitterTime[2] = 0.05;
    stateEmitterNode[2] = "muzzleNode";
    stateSound[2] = CarbonShotgunShotSound;


    stateName[3] = "Smoke";
    stateEmitter[3] = CarbonShotgunSmokeEmitter;
    stateEmitterTime[3] = 0.05;
    stateEmitterNode[3] = "muzzleNode";
    stateTimeoutValue[3]            = 0.01;
    stateTransitionOnTimeout[3]     = "shellpump";

    stateName[4] = "Reload";
        stateTransitionOnNoAmmo[4] = "PreReload";
    stateTransitionOnAmmo[4]     = "Ready";
    stateTimeoutValue[4]            = 0.65;
    stateSequence[4]                = "load";
        stateSound[4] = CarbonShotgunReloadSound;

    stateName[5] = "PreReload";
        stateWaitForTimeout[5] = true;
    stateTransitionOnTimeout[5]      = "Reload";
    stateTimeoutValue[5]             = 0.2;


        stateName[6]                     = "AmmoCheck";
    stateScript[6]                  = "onAmmoCheck";
       stateTransitionOnAmmo[6] = "Ready";
        stateTransitionOnNoAmmo[6] = "PreReload";
        stateAllowImageChange[6]         = true;
       
    statename[7] = "shellpump";
    stateScript[7]                  = "onPump";
    stateSequence[7] = "pump";
    stateSound[7] = CarbonShotgunPumpSound;
    stateWaitForTimeout[7] = true;
    stateTimeoutValue[7]            = 0.2;
    stateEjectShell[7]       = true;
    stateTransitionOnTimeout[7]     = "AmmoCheck";



    };

    function CarbonShotgunImage::onFire(%this, %obj, %slot)
    {
    %obj.playThread(2, shiftAway);

    if(%obj.CarbonShotgunAmmo < 1)
    {
    %obj.CarbonShotgunAmmo --;

    %projectile = CarbonShotgunProjectile;
    %spread = 0.007;
    %shellcount = 3;

    for(%shell=0; %shell<%shellcount; %shell++)
    {

        %vector = %obj.getMuzzleVector(%slot);
    %objectVelocity = %obj.getVelocity();
    %vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
    %vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
    %velocity = VectorAdd(%vector1,%vector2);
    %x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
    %y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
    %z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
    %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
    %velocity = MatrixMulVector(%mat, %velocity);

    %p = new Projectile()
    {
    dataBlock = %projectile;
    initialVelocity = %velocity;
    initialPosition = %obj.getMuzzlePoint(%slot);
    sourceObject = %obj;
    sourceSlot = %slot;
    client = %obj.client;
    };
    MissionCleanup.add(%p);
    }
    return %p;
    }
    else
    {
    %obj.setImageAmmo(%slot, 0);
    }
    }



    function CarbonShotgunImage::onReload(%this, %obj, %slot)
    {
    if(%obj.CarbonShotgunAmmo == 6)
        {
    %obj.setImageAmmo(%slot, 1);
    %obj.playThread(2, shiftRight);
    }
    else
    {
       %obj.CarbonShotgunAmmo++;
    }
    }

    function CarbonShotgunImage::onAmmoCheck(%this, %obj, %slot)
    {
       if(%obj.CarbonShotgunAmmo < 1)
          %obj.setImageAmmo(%slot, 0);
    }

    function CarbonShotgunImage::onPump(%this, %obj, %slot)
    {
    %obj.playThread(2, plant);
    }
    This isn't working
    It is supposed to load 6 shells when you run out, then be able to fire 6 more, then load, etc.
    BUT
    It just lets you fire infinitely. Help!

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