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Topics - africasballah

Pages: [1] 2
1
Modification Help / collision texture
« on: April 22, 2009, 03:02:31 AM »
my collisions mesh is showing from far away, its lod is -1. is there a texture it has to be to not show up

2
Modification Help / wheels
« on: April 07, 2009, 11:23:35 PM »
are the wheel points joints called hub1, hub2 ect... or are they shapes you name hub 1 ect...

3
Modification Help / car problems
« on: April 07, 2009, 09:10:58 PM »
This is a car ive been working on, there is no problem with the script but every time i try spawning it my server crashes, i have the joints named mount0 and mount1, the wheel joints are hub0, hub1, hub2, and hub3. there is a box around it called collision100.
Is there a model problem.
oh are all lod numbers supposed to be 100 on vehicles too.

4
Modification Help / string two sounds together
« on: April 06, 2009, 05:43:20 PM »
in my molotov roostertail i want to string two sounds so they play at the same time when they explode. how do you do it. do you just make another datablock audio profile and another sound profile in explosion?

5
Modification Help / molotov coctail explosion sound
« on: April 04, 2009, 07:24:12 PM »
hey im making a molotov roostertail and i cant find an explosion sound for it. does anyone have one or know of where i can get one?

idk if this is the right section tell me if it isnt

6
Help / slopes is messed up
« on: March 29, 2009, 06:11:59 PM »
could someone send me a copy of the slopes, i messed mine up

7
Mapping Help / shadows
« on: March 29, 2009, 05:47:49 PM »
if you start making a map from bedroom and you delete the house, it still leaves a shadow. How do you delete it.?

8
Modification Help / my future projects
« on: March 25, 2009, 07:59:19 PM »
these are what im planning to make as soon as my pc is fixed, tell me if some ideas are bad.

projects:
moltov coctail (did i spell it right?)
samus cannon
land mine
easter bunny mask (near easter)
jack-o-lantern mask and pumpkin launcher (near holloween)
star wars blaster pistol
paint gun (paints bricks from far away)
flaming sword (if possible)

9
Modification Help / blaster pistol icon
« on: February 20, 2009, 05:48:05 PM »
could someone make an icon for my blaster pistol, ill give credit when released
picture looks funny, i dont know why


10
Modification Help / Weapon_Blaster_Pistol wont stay checked
« on: February 20, 2009, 02:05:51 PM »
I have tried alot to fix my problem and i cant figure out what to do now, every time i check blaster pistol off and go back into add-ons it is unchecked.

//blasterpistol.cs

//audio
datablock AudioProfile(blasterpistolShot1Sound)
{
   filename    = "./blasterpistolShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bpbHitSound)
{
   filename    = "./bpbHit.wav";
   description = AudioClose3d;
   preload = true;
};


//shell
datablock DebrisData(blasterpistolShellDebris)
{
   shapeFile = "./blasterpistolShell.dts";
   lifetime = 2.0;
   minSpinSpeed = -400.0;
   maxSpinSpeed = 200.0;
   elasticity = 0.5;
   friction = 0.2;
   numBounces = 3;
   staticOnMaxBounce = true;
   snapOnMaxBounce = false;
   fade = true;

   gravModifier = 2;
};


//muzzle flash effects
datablock ParticleData(blasterpistolFlashParticle)
{
   dragCoefficient      = 3;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 25;
   lifetimeVarianceMS   = 15;
   textureName          = "base/data/particles/star1";
   spinSpeed      = 10.0;
   spinRandomMin      = -500.0;
   spinRandomMax      = 500.0;
   colors[0]     = "0.9 0.9 0.0 0.9";
   colors[1]     = "0.9 0.5 0.0 0.0";
   sizes[0]      = 0.5;
   sizes[1]      = 1.0;

   useInvAlpha = false;
};
datablock ParticleEmitterData(blasterpistolFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "blasterpistolFlashParticle";

   uiName = "blasterpistol Flash";
};

datablock ParticleData(blasterpistolSmokeParticle)
{
   dragCoefficient      = 3;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 525;
   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]      = 0.15;

   useInvAlpha = false;
};
datablock ParticleEmitterData(blasterpistolSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "blasterpistolSmokeParticle";

   uiName = "blasterpistol Smoke";
};


datablock ParticleData(blasterpistolExplosionParticl e)
{
   dragCoefficient      = 8;
   gravityCoefficient   = 1;
   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 0.9 0.3";
   colors[1]     = "0.9 0.5 0.6 0.0";
   sizes[0]      = 0.25;
   sizes[1]      = 0.75;

   useInvAlpha = true;
};
datablock ParticleEmitterData(blasterpistolExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "blasterpistolExplosionParticl e";

   useEmitterColors = true;
   uiName = "blasterpistol Hit Dust";
};


datablock ParticleData(blasterpistolExplosionRingPar ticle)
{
   dragCoefficient      = 8;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 50;
   lifetimeVarianceMS   = 35;
   textureName          = "base/data/particles/star1";
   spinSpeed      = 500.0;
   spinRandomMin      = -500.0;
   spinRandomMax      = 500.0;
   colors[0]     = "1 1 0.0 0.9";
   colors[1]     = "0.9 0.0 0.0 0.0";
   sizes[0]      = 1;
   sizes[1]      = 0;

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

   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "blasterpistolExplosionRingPar ticle";

   useEmitterColors = true;
   uiName = "blasterpistol Hit Flash";
};

datablock ExplosionData(blasterpistolExplosion)
{
   //explosionShape = "";
   soundProfile = bpbHitSound;

   lifeTimeMS = 150;

   particleEmitter = blasterpistolExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = blasterpistolExplosionRingEmi tter;

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

   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};


AddDamageType("gun",   '<bitmap:add-ons/Weapon_Blaster_Pistol/CI_blasterpistol> %1',    '%2 <bitmap:add-ons/Weapon_Blaster_Pistol/CI_blasterpistol> %1',0.2,1);
datablock ProjectileData(blasterpistolProjectile)
{
   projectileShapeName = "./bpb.dts";
   directDamage        = 30;
   directDamageType    = $DamageType::gun;
   radiusDamageType    = $DamageType::gun;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloati ng = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse        = 400;
   verticalImpulse     = 400;
   explosion           = gunExplosion;
   particleEmitter     = ""; //bpbTrailEmitter;

   muzzleVelocity      = 90;
   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";

   uiName = "blasterpistol bpb";
};

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

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

   //gui stuff
   uiName = "blasterpistol";
   iconName = "./icon_blasterpistol";
   doColorShift = true;
   colorShiftColor = "0.25 0.25 0.25 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(blasterpistolImage)
{
   // Basic Item properties
   shapeFile = "./blasterpistol.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 = blasterpistolProjectile;
   projectileType = Projectile;

   casing = blasterpistolShellDebris;
   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;

   doColorShift = true;
   colorShiftColor = blasterpistolItem.colorShiftC olor;//"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]               = blasterpistolFlashEmitter;
   stateEmitterTime[2]            = 0.05;
   stateEmitterNode[2]            = "muzzleNode";
   stateSound[2]               = blasterpistolShot1Sound;
   stateEjectShell[2]       = true;

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

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

};

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

11
Modification Help / Blaster Pistol
« on: February 19, 2009, 12:37:54 PM »
updated script

12
Modification Help / clear things
« on: February 19, 2009, 12:06:55 PM »
will blockland allow you to put transparent things on your .dts files

13
Help / Gun server.cs
« on: February 14, 2009, 08:00:36 PM »
could someone please give me the normal gun.cs file i screwed it up while editing a new gun

14
Add-Ons / Snowball V2
« on: February 14, 2009, 02:39:03 PM »
V2 Now released
This is my first released add-on. This is not a port from the old v8 snowball, i modeled and scripted it myself. It doesn't do much damage but it is fun to mess around with.

v2 updates:
more gravity
annoying impulse is gone
now disappears from hand when thrown

Includes:
custom sounds
custom CI/icon

http://www.mediafire.com/download.php?dmwwmhthted
Please tell me if there are any problems and ill try to fix them.










Expect Molotov roostertail and Easter bunny mask as next add-ons.

15
Help / symbols in .cs folders
« on: November 16, 2008, 03:28:14 PM »
im trying to edit a script of a sword i made but when i pull the .cs folder up all it shows is a bunch of symbols. how do i get it back to where it lets you set the scale of the explisions and stuff. if you dont get it could you just send me the sword folder and ill see what i can do with it.

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