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Topics - Audax

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1
Drama / Fordmany - "You haters are going on YouTube!"
« on: June 24, 2010, 09:26:47 PM »
This kid is a pure idiot, you have probally seen or heard of him. He makes stuffty Faces and fills up the 'Faces, Decals and Prints' with his eye bleeding MS Paint Faces. Apparently he was offended by people saying 'No pics, no clicks" since he did not know how upload pictures.

Examples here and here.

Here, he makes a topic suggestion that we stop saying 'No pics, no clicks' and instead, say something else. This is possibly because he was sick of reading it on posts as seen in my above examples. Since we haters keep on hating he is going to record the topic or some other stupid stuff, and put it on YouTube for whatever reason.

2
Modification Help / playThread List
« on: June 24, 2010, 12:49:31 PM »
Does anyone have a list of animations for:
Code: [Select]
%player.playThread
?

3
Is it possible to mount a model to multiple mount points?

I'm trying to do it with this:
Code: [Select]
datablock ShapeBaseImageData(Para2Image)
{
   // Basic Item properties
   shapeFile = "base/data/shapes/empty.dts";
   emap = true;

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

   correctMuzzleVector = true;

   className = "WeaponImage";
   item = BowItem; //This doesn't do anything
   ammo = " ";
   MPused = 0;
   projectile = LightningBolt;
   projectileType = Projectile;

   melee = false;
   armReady = false; //Raise your arm?
  
   lightType = "ConstantLight"; //This has never been done before
   lightColor = "0 1 1 1";
   LightTime = "1000";
   lightRadius = "4";

stateName[0] = "Activate";
stateTimeoutValue[0] = 0.15;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = LightningZapSound;

stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateSequence[1] = "Ready";
stateEmitter[1] = LightningAmbientEmitter;
stateEmitterTime[1] = 600;

stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Reload";
stateTimeoutValue[2] = 1;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire"; //function activated at this point, see below
stateWaitForTimeout[2] = true;
stateSound[2] = LightningFireSound;

stateName[3] = "Reload";
stateSequence[3] = "Reload";
stateTransitionOnTriggerUp[3] = "Ready";
stateTransitionOnTriggerDown[3] = "Fire";
stateSequence[3] = "Ready";
};

and instead of it mounting to mount point 3, I want it to mount to mount point 0, 1, 3 and 4.

4
Gallery / inFamous Playertype [Uploaded to RTB]
« on: June 20, 2010, 02:14:52 AM »
Playertype and Lightning Weapon based on the game inFamous.
inFamous Playertype v2 Blockland - PC


I am now using WM Capture which will not lag me and records better, so the next video I won't record using CRAPS. I may release this if I ever get permission from Amade for using his code for the Lightning and energy drain. Possibly in v3 you will be able to free run (climb walls and wall jump) so then if I release v3 once it is done, I must get permission from the creator of Agile Playertype. I suggest you watch the video in HD (1080p).

Since this was in Beta City since with FRAPS ACM City lagged, there were not enough places to absorb electrical power from so there were only two places in Beta City.

Note: I take no credit in any of this, only edits of code and bits of code thrown together. I also take no credit for the Energy Events used in the video.
All code for the Lightning Bolts and Drain Energy on Lightning Bolt use goes to Amade.

5
Suggestions & Requests / inFamous Playertype
« on: June 19, 2010, 04:39:31 PM »
Cole Playertype

The playertype is based off the protagonist of inFamous. You would be able to climb walls and wall jump like the Agile Player. If not near or facing a wall, the player can 'jet' for a short time. Instead of jets and smoke, you would be using Lightning to ride on. When using the Lightning Bolt or 'jet' your energy bar will also drain, once it reaches zero you cannot 'jet' or use Lightning Bolts until you recharge your electricity. Health also regenerates over time.




That's all for now for inFamous ideas.

6
Modification Help / Zombie %1 in Gamemode_Zombie
« on: June 14, 2010, 04:56:12 PM »
In Gamemode_zombie (Left 4 Block), a zombie will sometimes spawn that looks like someone in the server, it will have their exact colors, face, decal etc. Also, when the zombie kills a player it will display the kill message as Zombie [Player Name (the one who is in the server and looks alike) killed [Player]. I can't seem to find in the Zombie_Appearances.txt where this is, or in any .cs files. Does anyone know what controls if a zombie looks like a player in the server, I would like to remove this code.

7
Help / Zombie Appearance File
« on: June 13, 2010, 07:14:24 PM »
In the Gamemode_zombie.zip there is a file called Zombie_Appearances.txt. What it does is it randomly chooses the zombie's appearance. There are many diffrent outcomes so I am wondering, how did Rotondo or nitram make this file with all these appearances? They could not have possibly typed it all out. I am wondering this so I can edit it so zombies do not have hats and have diffrent faces.

8
Modification Help / Syntax Error in Script
« on: June 12, 2010, 02:01:38 PM »
I recently just tried to turn this into a script, seemed simple. But when I make a server the Script does not load due to a syntax error.
Here is the script:
Code: [Select]
package TumbleOnFall
{
function Player::getVelocity(%this,%obj,%col,%pos,%speed)
{
%zVec = getWord(%obj.getVelocity(),2);
if(%zVec <= -20)
}
}
function tumble(%obj, %time)
{
   //do not tumble non-players
   if(!(%obj.getType() & $TypeMasks::PlayerObjectType))
      return;

   //do not tumble dead people
   if(%obj.getDamageLevel() >= 1.0)
      return;

//mount the object on a new deathvehicle for %time milliseconds
%currentVehicle = %obj.getObjectMount();
%client = %obj.client;

%newcar = new WheeledVehicle()
{
dataBlock = deathVehicle;
client = %client;
initialPosition = %posX @ " " @ %posY @ " " @ %posZ;
};
MissionCleanup.add(%newcar);
//%newcar = %client.tumbleVehicle;
%newcar.setVelocity("0 0 0");

if(!%newcar)
return;

//neutralize current velocity
%newcar.applyImpulse( %newcar.getPosition(), vectorScale(%newcar.getVelocity() * -1, %newcar.getDataBlock().mass) );

//error("player tumbling!");
%obj.canDismount = false;

if(%currentVehicle && (%currentVehicle.getDataBlock().getName() $= "skiVehicle") )
{
//%obj.client.setControlObject(%obj);
//match ski vehicle
//neutralize velocity first

%newcar.setTransform(%currentVehicle.getTransform());
%newcar.applyImpulse( %newcar.getPosition(), vectorScale(%currentVehicle.getVelocity(), %newcar.getDataBlock().mass) );
%newcar.mountObject(%obj, 0);

%currentVehicle.setTransform("0 0 -1000");
%currentVehicle.schedule(500, delete);
}
else
{
//match player
//error("transform = ",%obj.getTransform());
%newcar.setTransform(%obj.getTransform());
%newcar.applyImpulse( %newcar.getPosition(), vectorScale(%obj.getVelocity(), %newcar.getDataBlock().mass) );
//%newcar.setTransform(%obj.getTransform());

//%obj.setTransform("0 0 0 0 0 1 0");

%newcar.mountObject(%obj, 0);

//error("not skiing");
//error("transform = ",%obj.getTransform());
}

//definitely delete after 45 seconds
%newcar.schedule(45 * 1000, delete);

%newcar.schedule(2000, tumbleCheck);

%client.camera.setMode("Corpse",%obj);
%client.setControlObject(%client.camera);

//remove %player.istumbling after a we stop
//schedule(%time, %obj, stopTumble, %obj);


//%nextTumbleVehicle = new WheeledVehicle()
//{
// dataBlock = deathVehicle;
// client = %client;
// initialPosition = %posX @ " " @ %posY @ " " @ %posZ;
//};
//%obj.client.tumbleVehicle = %nextTumbleVehicle;
//%nextTumbleVehicle.setTransform("0 0 -90");



//%newcar.schedule(%time, unmountobject, %obj);
//%obj.schedule(%time, setcontrolobject, 0);
//%newcar.schedule(%time + 250, setTransform, "0 0 -90");
}
activatePackage(TumbleOnFall);
Here is the console log:
Code: [Select]
Loading Add-On: Script_TumbleOnFall (CRC:-480920754)
Add-Ons/Script_TumbleOnFall/TumbleOnFall.cs Line: 7 - Syntax error.
>>> Some error context, with ## on sides of error halt:
Package TumbleOnFall

{

^function Player::getVelocity(%this,%obj,%col,%pos,%speed)

^{

^%zVec = getWord(%obj.getVelocity(),2);

^if(%zVec <= -20)

^}##
##
}

function tumble(%obj, %time)

{

   //do not tumble non-players

   if(!(%obj.getType() & $TypeMasks::PlayerObjectType))

      return;



   //do not tumble dead people

   if(%obj.getDamageLevel() >= 1.0)

      return;



^//mount the object on a new deathvehicle for %time milliseconds
>>> Error report complete.

ADD-ON "Script_TumbleOnFall" CONTAINS SYNTAX ERRORS

9
Modification Help / Calling The Falling Function
« on: June 12, 2010, 01:16:54 PM »
In

Code: [Select]
function Player::

What would I put after :: which calls the falling function to see if the player is falling?

10
Modification Help / Ski Tumble Falling Damage
« on: June 10, 2010, 10:08:01 PM »
Is it possible to modify the tumble vehicle in the Item_Skis.cs so while tumbling, falling damage also applies?

Nevermind, it's a vehicle, falling damage does not apply. But Destiny has a script on his site that adds a falling damage type thing for physic vehicles like the Jeep, but does not work with the Ski Tumble Vehicle, is there any way to have a falling damage type thing for tumbling?

11
Help / VCE Variables - Falling On Z-Axis
« on: June 10, 2010, 07:59:33 PM »
Recently I'm trying to event something so when you are falling at a certain speed, the variable is true and it executes one line of events.

Code: [Select]
[0] [0] [onActivate] [Self] [fireRelay]
[1] [0] [onRelay] [Self] [fireRelay]
[2] [0] [onRelay] [Self] [VCE_ifValue] [<var:player:velz>] [>=] [12] [3]
[3] [0] [onVariableTrue] [Client] [centerPrint] [You are falling at a dangerous speed!]

Now when I jump-jet up, and my Velocity on the Z-Axis (speed) is greater than or equal to 12, the center print is displayed. But say I jump off a high height and descend at a high speed, the center print does not display. What am I doing wrong?

12
Gallery / Ragdoll Playertype (Tumble on Fall)
« on: June 09, 2010, 08:33:19 PM »
This had been suggested many times, so I made a player type that measures your velocity and speed and once you fall at a certain speed you tumble in the air just like crashing on the skis. It is the closest thing we can get to physic object players.

Watch it here.
Ragdoll Playertype v2


Posted this in Gallery since it's a video, might not release and keep it private.

Quote
Bug List since June 12, 2010 -
  • Player is not always killed when hitting the ground at high speeds
  • Some people do not tumble while falling
  • Vehicle mount sound when you tumble (Don't know if I can fix this)
  • Mounting tumble vehicle twice
  • When you die, player does not do death animation and just stands there
  • On 'Tumble on Explosion', it only affects one player on rare occasions
  • On 'Tumble on Explosion' the player does not always tumble
  • When unmounting the tumble vehicle, the player will tumble a second time, which could cause an infinite loop, forcing you to Self Delete

13
General Discussion / Link to Zombie Mod Two?
« on: June 06, 2010, 08:03:25 PM »
Does anyone still have a link or .zip of Zombie Mod Two by Rotondo? It was released back in v8, it was about the only classic zombie gamemode not based off Left 4 Dead or Left 4 Dead 2.

14
Modification Help / 'chest' Node to 'femchest' [SOLVED]
« on: May 15, 2010, 09:37:49 PM »
I've been editing the Witch script to make it look more like the Witch, I even have a custom face and decal for it. My problem is, I cannot change the chest node to femchest. I tried changing %obj.chest = "1"; to %obj.chest = "0"; but that did not change anything. Here is the code:

Code: [Select]
 datablock PlayerData(RotWitchZombie : PlayerStandardArmor)
{
//category = "Vehicles";
minJetEnergy = 0;
jetEnergyDrain = 0;
canJet = 0;
maxItems   = 0; //total number of bricks you can carry
maxWeapons = 0; //this will be controlled by mini-game code
maxTools = 0;

mass = 500;
maxDamage = 450;
runforce = 440 * 90;
maxForwardSpeed = 30;
maxBackwardSpeed = 25;
maxSideSpeed = 15;
attackpower = 10;
jumpsound = "ZombieJumpSound";

BrickDestroyMaxVolume = 100;
BrickMaxJumpHeight = 25;
uiName = "Zombie Witch";
rideable = true;
canRide = true;
BrickKillRadius = 1;
skinColor = "0.133 0.271 0.271 1";
FollowAnim = "ArmReadyBoth";
noRandomwalk = 1;
zNoCrouch = 1;
zNoJump = 1;
SearchRadius = 10;
AnimationWhenStopped = "Sit";
OneAtATime = 1;
SpecialAttack = 1;
zDeathSound = "WitchDeathsound";
ignorePipeBombs = 1;
};
function RotWitchZombie::SpecialAttack(%this,%onshot)
{
if(isobject(%this) && %this.lastspecial+5000 < getsimtime())
{
%this.playaudio(2,"WitchAttack" @ getrandom(1,2) @ "Sound");
%this.lastspecial = getsimtime();
}
}
function RotWitchZombie::ondisabled(%this,%obj)
{
%obj.spawnbrick.setlight("");
parent::ondisabled(%this,%obj);
ZombieDefault::ondisabled(%this,%obj);
}
function RotWitchZombie::onRemove(%this,%obj)
{
%obj.spawnbrick.setlight("");
parent::onRemove(%this,%obj);
}
function RotWitchZombie::onCollision(%this, %obj, %col, %fade, %pos, %norm)
{
if(%col.getclassname() $= player && %col.client.minigame.EnableDowned == 1 && IsInSameMinigame(%col,%obj) == 1 && %col.isdowned != 1 && %obj.getstate() !$= "dead" && %col.client.minigame.EnableZombies == 1)
{
if(%obj.isfollowingid == %col)
{
%col.downer = %obj;
%col.kill();
}
}
parent::oncollision(%this, %obj, %col, %fade, %pos, %norm);
ZombieDefault::onCollision(%this, %obj, %col, %fade, %pos, %norm);
}
function RotWitchZombie::onMount(%a,%player,%vehicle,%d,%e,%f)
{
ZombieDefault::onMount(%a,%player,%vehicle,%d,%e,%f);
parent::onMount(%a,%player,%vehicle,%d,%e,%f);
}
function RotWitchZombie::onUnMount(%a,%player,%vehicle,%d,%e,%f)
{
ZombieDefault::onUnMount(%a,%player,%vehicle,%d,%e,%f);
parent::onUnMount(%a,%player,%vehicle,%d,%e,%f);
}
function RotWitchZombie::onAdd(%this,%obj)
{
%obj.playthread(1,sit);
parent::onAdd(%this,%obj);
ZombieDefault::onAdd(%this,%obj);
witchify(%obj);
schedule(20,0,witchStuff,%obj);
}
function witchify(%obj)
{
%obj.name = "Witch";
%obj.chestcolor = "0.133 0.271 0.271 1";
//%obj.hatcolor = "0.72  0.53 0.29 1";
%obj.rarmcolor = "0.133 0.271 0.271 1";
%obj.larmcolor = "0.133 0.271 0.271 1";
%obj.hipcolor = "0.5 0.5 0.5 1";
%obj.llegcolor = "0.133 0.271 0.271 1";
%obj.rlegcolor = "0.133 0.271 0.271 1";

%obj.chest = "1";
%obj.lhand = "0";
%obj.rhand = "0";
%obj.larm = "1";
%obj.rarm = "1";
%obj.hat = "0";
%obj.accent = "0";
%obj.pack = "0";
%obj.secondpack = "0";
%obj.lleg = "0";
%obj.rleg = "0";
%obj.hip = "0";

//servercmdupdatebodyparts(%obj,6);
}
function witchStuff(%obj)
{
%obj.setfacename("zombieWitch");
%obj.setdecalname("Zombie-Witch");
%obj.spawnbrick.setlight("RedLight");
witchCryLoop(%obj);
}
function witchCryLoop(%obj)
{
cancel(%obj.cryloop);
if(isobject(%obj) && %obj.isfollowing == 0 && isobject(%obj.minigame))
{
%obj.playaudio(2,"WitchCry" @ getrandom(1,4) @ "Sound");
%obj.cryloop = schedule(4000,%obj,witchCryLoop,%obj);
}
}

15
ENBSeries was a mod originally made for Grand Theft Auto: San Andreas. It was then expanded to have more versions to work with Half Life 2, Grand Theft Auto: IV and many other games. It would enhance the clients graphics, for example, Motion Blur, Bloom, DOF, reflection etc. What I'm wondering is, would it ever be possible to script this as a client sided mod for special effects like this and someone script this, or would it require an engine change?

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