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Topics - Snip3r

Pages: 1 2 [3] 4 5 6 7
31
Add-Ons / New Weapon: L4D Pistol
« on: May 12, 2009, 10:16:52 AM »
L4D Pistol
The weapon in L4D that no one uses.

Description
An L4D Pistol DarkStar & I made for an epic zombie server we never actually did, due to server lag. DarkStar didn't want me to release this, but I insisted. Enjoy!

Features:
*Reloading after 5 shots
*Accurate model compared to the L4D one
*Custom sounds
*Smooth Reloading Animation
*Magazine falls out and another goes in

Credits:
*Model - DarkStar
*Script - Psycho

Screenshots

Download
Weapon_M9.zip (Last Updated: Tue May 12, 2009 7:16 am)

Installation
Put Weapon_M9.zip into the Add-Ons folder in your Blockland folder.

Click Here to view this file on the RTB Download Manager

32
Suggestions & Requests / Tool_Flashlight
« on: May 10, 2009, 04:26:55 PM »
It's simple really. I basically really want a tool that gives off a dim yellow light when you click. As you hold it the light slowly gets stronger then stops at a point. While this flashlight is mounted and the player presses the normal light button, the person swings the flash light for a melee attack that deals 10 damage. The flash light model should be an overgrown flash light thats dark gray with a dim yellow trim. Thank you for reading.

33
General Discussion / 13k IDs
« on: May 07, 2009, 09:06:32 AM »
We seem to have hit 13k IDs.

34
Add-Ons / New Weapon: Boombelt
« on: May 04, 2009, 03:11:26 PM »
Boombelt
ALLAH!

Description
A homicidal weapon used by terrorists.

Features:
*Animation
*Custom Icon
*Custom CI
*Homicidal Capability

V1>V2:
*Bigger explosion radius for much easier killing.

Credits:
*Psycho: Script, Model
*Jookia: CI, Icon, Animation

Screenshots

Download
Weapon_Boombelt.zip (Last Updated: Tue May 12, 2009 5:43 pm)

Installation
Put Weapon_Boombelt.zip into the Add-Ons folder in your Blockland folder.

Click Here to view this file on the RTB Download Manager

35
Add-Ons / New Weapon: Switch Knife
« on: May 03, 2009, 09:35:01 PM »
Space Guy will be releasing a better version soon. Locked.

36
Off Topic / BLOOD BATH Gives me a BJ
« on: April 26, 2009, 10:15:58 PM »
He lost control.

37
Off Topic / Guess who's back?
« on: April 02, 2009, 03:56:11 PM »
Hello everyone, I'm back from the 'Land of Banned People'. As you know I have been quite I friend in the past, but I wish to put this all behind me and start a new reputation here on the Blockland Forums. I apologize for all my previous insults and wish that people who have a grudge against me to let it go. I never wanted to be hated. I always wanted to be a respected member, and thats what I'm going for now.

38
Modification Help / Error Halt?
« on: March 12, 2009, 09:39:41 PM »
My console says theres an error on Line 17, the #s were around the "S" in Self DeleteBombs
Code: [Select]
//Self Delete Bombs
//Made By Psycho

package Self DeleteBombs {

function Self Delete(%client)
{
%client.kill();
%client.player.spawnExplosion(tankShellProjectile, 1.5, %client);
}
};
activatePackage(Self DeleteBombs);

//Toggle Self Delete Bombs

function serverCmdenableSelf Deletebombs(%client)
{

  if (%client.isAdmin==1 || client.isSuperAdmin==1)
  {
  activatePackage(Self DeleteBombs);
  }
  else
  {
    messageclient(%client,"\c3You are not an admin");
  }
   
function serverCmddisableSelf Deletebombs(%client)
{

  if (%client.isAdmin==1 || client.isSuperAdmin==1)
  {
    deactivatePackage(Self DeleteBombs);
  }
  else
  {
    messageclient(%client,"\c3You are not an admin");
  }

39
Off Topic / My sister is quite a bitch
« on: March 11, 2009, 11:31:15 PM »
One time my sister got really pissed at me for "accidently" turning off the Xbox 360 when she was saving her game in Halo 3. She got so mad at me that she kicked me in the leg and it hurt so much that I could barley walk for a couple hours. Shes 16, and she took Karate lessons for 3 years.

Discuss

40
Off Topic / Post "Owned" Pictures
« on: March 11, 2009, 10:07:29 PM »
Post an "owned" picture! Basically a picture of someone or something getting "owned"


41
Suggestions & Requests / Password Events
« on: March 09, 2009, 08:18:58 PM »
Simple, when you click/touch a brick, a message box comes up in which you type in a password and click the "Ok Button". Then there should be a onPasswordFail and onPasswordCorrect events.

Example;

Code: [Select]
onActivate > Self > Password [cake]
onPasswordFail > Client > CenterPrint [Incorrect]
onPasswordCorrect > Client > CenterPrint [Correct!]
onPasswordCorrect > Namedbrick > Dissappear [5]

42
Modification Help / Named bricks?
« on: March 08, 2009, 09:56:29 PM »
I was wondering how to involve named bricks, and make them spawn/do something

Code: [Select]
function killbrick(%namedbrick=killed) //Dont know if this is right
{
   %brick.killbrick;
}

43
Drama / Kalphiter
« on: March 06, 2009, 08:46:55 PM »
Stupid Things Kalphiter Has Done!

Quote from: Jirue
Changing his drama topic to Ironcookie and made the first post a period
A completely handicapped idea
Does he really expect everyone to believe his amnesia?
Crappy comebacks, "You continue to be a child.", "No stupidity, thanks." (irony)
Quote from: Tom
http://forum.blockland.us/index.php?topic=59845.msg970309#msg970309

44
Modification Help / Invisible Projectile?
« on: March 05, 2009, 11:19:33 AM »
For some reason the projectile is invisible!

I cant find out why.

Code: [Select]
//Flechette Shotgun
//Made By Psycho

datablock AudioProfile(flechetteHitSound)
{
   filename    = "add-ons/Weapon_Bow/arrowHit.wav";
   description = AudioClose3d;
   preload = true;
};

datablock AudioProfile(flechetteFireSound)
{
   filename    = "add-ons/Weapon_Bow/bowFire.wav";
   description = AudioClosest3d;
   preload = true;
};


//flechette trail
datablock ParticleData(flechetteTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 200;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = false;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/dot";
//animTexName = "~/data/particles/dot";

// Interpolation variables
colors[0] = "1 1 1 0.2";
colors[1] = "1 1 1 0.0";
sizes[0] = 0.2;
sizes[1] = 0.01;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(flechetteTrailEmitter)
{
   ejectionPeriodMS = 2;
   periodVarianceMS = 0;

   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = flechetteTrailParticle;

   useEmitterColors = true;
   uiName = "flechette Trail";
};

//effects
datablock ParticleData(flechetteStickExplosionParticle)
{
dragCoefficient      = 5;
gravityCoefficient   = 0.1;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 500;
lifetimeVarianceMS   = 300;
textureName          = "base/data/particles/chunk";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.9 0.6 0.9";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.0;
};
datablock ParticleEmitterData(flechetteStickExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 80;
   thetaMax         = 80;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "flechetteStickExplosionParticle";

   useEmitterColors = true;
   uiName = "flechette Stick";
};
datablock ExplosionData(flechetteStickExplosion)
{
   //explosionShape = "";
soundProfile = flechetteHitSound;

   lifeTimeMS = 150;

   particleEmitter = flechetteStickExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = "";

   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 = 1;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};



datablock ParticleData(flechetteExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.3;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 500;
lifetimeVarianceMS   = 300;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.5 0.5 0.5 0.9";
colors[1]     = "0.5 0.5 0.5 0.0";
sizes[0]      = 0.45;
sizes[1]      = 0.0;

   useInvAlpha = true;
};
datablock ParticleEmitterData(flechetteExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 3;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "flechetteExplosionParticle";

   useEmitterColors = true;
   uiName = "flechette Vanish";
};
datablock ExplosionData(flechetteExplosion)
{
   //explosionShape = "";
soundProfile = "";

   lifeTimeMS = 50;

   emitter[0] = flechetteExplosionEmitter;

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

   shakeCamera = false;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 1;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};

AddDamageType("Flechette",   '<bitmap:add-ons/Weapon_Bow/CI_arrow> %1',    '%2 <bitmap:add-ons/Weapon_Bow/CI_arrow>  %1',0.2,1);
datablock ProjectileData(FlechetteProjectile)
{
   projectileShapeName = "add-ons/Weapon_Bow/arrow.dts";
   
   directDamage        = 5;
   directDamageType    = $DamageType::ArrowDirect;

   radiusDamage        = 0;
   damageRadius        = 0;
   radiusDamageType    = $DamageType::ArrowDirect;
   
   brickExplosionRadius = 10;
   brickExplosionImpact = false;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse      = 40;
   verticalImpulse   = 40;
   explosion           = FlechetteExplosion;
   particleEmitter     = FlechetteTrailEmitter;

   muzzleVelocity      = 90;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = true;
   lightRadius = 1.0;
   lightColor  = "0 0 0.5";
};

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

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

//gui stuff
uiName = "Flechette";
iconName = "./CI_Flechette";
doColorShift = false;


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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(FlechetteImage)
{
   // Basic Item properties
   shapeFile = "./Flechette.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 = FlechetteProjectile;
   projectileType = Projectile;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   minShotTime = 700;

   doColorShift = true;
   colorShiftColor = FlechetteItem.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]            = 0.84;
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] = flechetteFireSound;
stateEjectShell[2]       = false;

stateName[3] = "Smoke";
stateEmitter[3] = gunSmokeEmitter;
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 FlechetteImage::onFire(%this,%obj,%slot)
{
%obj.setVelocity(VectorAdd(%obj.getVelocity(),VectorScale(%obj.client.player.getEyeVector(),"-3")));

%projectile = %this.projectile;
%spread = 0.0055;
%shellcount = 0;
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 (%this.projectileType)()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
MissionCleanup.add(%p);
}
return %p;
}

45
Off Topic / ID Guessing Game!
« on: March 05, 2009, 09:41:52 AM »
Guess the next persons ID by entering which range its in, then the next person must say if its true or false then enter a range for the next person.

I guess, 1000-2000

Ranges:
100-1000
1000-2000
2000-3000
3000-4000
4000-5000
5000-6000
6000-7000
7000-8000
8000-9000
9000-10000
10000-11000

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