Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Plornt

Pages: 1 2 [3] 4
31
Modification Help / Woops
« on: March 12, 2009, 05:05:11 PM »
Woops wrong selection.

32
Modification Help / Player Types
« on: March 10, 2009, 07:31:11 PM »
I'm trying to make player a player type and i want to know if you have to name any joints in milkshape?
Is it like Lfoot and Rfoot etc.

33
Modification Help / Invisable projectile
« on: March 02, 2009, 10:59:03 PM »
Im trying to make a bowling ball that you throw but when i throw it i dont see it breaks bricks and everything. And i have another problem its black but when i pick it up it turns white the default. Here is script

Code: [Select]
//BowlingBall.cs
//A Bowling Ball.

//BowlingBall trail
datablock ParticleData(BowlingBallTrailParticle)
{
dragCoefficient      = 0;
gravityCoefficient   = -0.0;
inheritedVelFactor   = 0.0;
constantAcceleration = 0.0;
lifetimeMS           = 45;
lifetimeVarianceMS   = 0;
textureName          = " ";
spinSpeed = 0.0;
spinRandomMin = -0.0;
spinRandomMax = 0.0;
colors[0]     = "1.0 1.0 1.0 0.4";
colors[1]     = "1.0 1.0 1.0 0.0";
sizes[0]      = 0.85;
sizes[1]      = 0.85;

useInvAlpha = true;
};

datablock ParticleEmitterData(BowlingBallTrailEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = BowlingBallTrailParticle;
};

datablock ExplosionData(BowlingBallExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 150;

   //particleEmitter = none;
   //particleDensity = 30;
   //particleRadius = 1.0;

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

   shakeCamera = false;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 15.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 0;
   lightStartColor = "0 0 0";
   lightEndColor = "0 0 0";
};

//projectile
AddDamageType("BowlingBallDirect",   '<bitmap:add-ons/Weapon_BowlingBall/BowlingBall_CI> %1',    '%2 <bitmap:add-ons/Weapon_BowlingBall/BowlingBall_CI> %1',1,1);
datablock ProjectileData(BowlingBallProjectile)
{
   //projectileShapeName = "./BowlingBall.dts";
   directDamage        = 20;
   directDamageType  = $DamageType::BowlingBallDirect;
   explosion           = BowlingBallExplosion;
   particleEmitter     = BowlingBallTrailEmitter;

   brickExplosionRadius = 2;
   brickExplosionImpact = true; //destroy a brick if we hit it directly?
   brickExplosionForce  = 20;
   brickExplosionMaxVolume = 200;

   muzzleVelocity      = 35;
   velInheritFactor    = 0;

   armingDelay         = 50000;
   lifetime            = 90000;
   fadeDelay           = 19500;
   bounceElasticity    = 0.999;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0.70;

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


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

// Basic Item Properties
shapeFile = "add-ons/Weapon_BowlingBall/BowlingBall.dts";
mass = 0;
density = 0.2;
elasticity = 1.0;
friction = 0;
emap = true;

//gui stuff
uiName = "Bowling Ball";
iconName = "add-ons/Weapon_BowlingBall/BowlingBallIcon";
doColorShift = true;
colorShiftColor = "1.000 1.000 1.000 1.000";

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

//function BowlingBall::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(BowlingBallImage)
{
   // Basic Item properties
   shapeFile = "add-ons/Weapon_BowlingBall/BowlingBall.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 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 = BowlingBallItem;
   ammo = " ";
   projectile = BowlingBallProjectile;
   projectileType = Projectile;

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

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "1.000 1.000 1.000 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] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "ready";
stateEmitter[0]    = BowlingBallTrailEmitter;
stateEmitterTime[0]    = 1000;
stateSound[0] = weaponSwitchSound;

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

stateName[2]                    = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2]            = 0.7;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2]                  = "onCharge";
stateAllowImageChange[2]        = false;

stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0.3;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;

stateName[4] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
stateAllowImageChange[4] = false;

stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.5;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = false;
};

function BowlingBallImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, spearReady);
}

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

function BowlingBallImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, spearThrow);
Parent::OnFire(%this, %obj, %slot);

for(%i=0;%i<5;%i++)
{
%toolDB = %obj.tool[%i];
if(%toolDB $= %this.item.getID() && %i == %obj.currTool)
{
%obj.tool[%i] = 0;
%obj.weaponCount--;
messageClient(%obj.client,'MsgItemPickup','',%i,0);
serverCmdUnUseTool(%obj.client);
break;
}
}
}

function BowlingBallImage::onDone(%this,%obj,%slot)
{
%obj.unMountImage(%slot);
}

34
Modification Help / 1st person animation
« on: February 28, 2009, 11:22:31 AM »
Im trying to make a pick axe weapon. But how do i make the shaking animation. Do i have to make an animation in Milkshape?

35
Help / Error reading png
« on: February 21, 2009, 04:43:36 PM »
I cant spawn at servers anymore. I come to a server it says error reading png file.
Here is my console log plzz help.

36
Suggestions & Requests / Admin Variables
« on: February 21, 2009, 11:55:52 AM »
Ok. I want to know if someone can make a script that toggles variables events admin only. Im tired of people making money with events and not going it the right way. Plzz

37
Help / Different prints in one
« on: February 13, 2009, 05:34:31 PM »
ok i can  make prints but how do i make more of a kind in one file. Like i want to put a 2x2f and a 1x1f in one file. How do i do that?

38
Drama / Fake siba
« on: February 13, 2009, 04:56:26 PM »
once again someone was tring to claim that they were siba to me.


39
Help / Porting Two computers
« on: February 10, 2009, 09:44:46 PM »
I ported my computer to host but can i port another computer? I tried and it said the port was overitten

40
Help / Slow Blockland
« on: February 05, 2009, 06:18:11 PM »
Can anyone tell me why Blockland is all of a sudden going so slow by looking at the consolle?
If you find the problem plzz tell me. :D
and sorry for not attaching it. It's not letting me.

http://www.mediafire.com/download.php?wun5wqdzezz

41
Help / No items
« on: January 31, 2009, 02:01:25 AM »
I can't spawn items or projectiles please tell me whats wrong here is my console.

42
Suggestions & Requests / Player Compass
« on: December 06, 2008, 09:48:13 AM »
Can someone make a player compasss if it is posible

43
Suggestions & Requests / Sims Mod
« on: November 11, 2008, 11:41:33 PM »
Just wondering if someone can make a sims mod or life mod with hunger and cash

44
Clan Discussion / United BlockLand Elites
« on: November 04, 2008, 12:02:57 AM »
                                              UBLE
             Long ago blockland had builders and good builders. But we wanted to find all the good builders. So we made this clan to collect all the good builders and build one giant build.
  This is a eventful clan almost all about events and knows almost every event.

                  We specialize in building houses, labs, and events

Requirements:
- be very good at events
- build a decent houses
- not abuse your powers

Members:

1: OORick BLID: 3806
2: Wolfy BLID: 5651
3:  Noahman BLID: ?
4: Daffy BLID: 6263
5:
6:

the builds so far



Here is our clan Decal: http://www.mediafire.com/download.php?mmmdjvwggon
Please join!


45
Suggestions & Requests / Admin Touch
« on: October 30, 2008, 09:40:52 AM »
on admin touch or onadmin actovate so we can make places where it is impossible to for nonadmins get in because some people use admin rooms and people follow the admin into the room

Pages: 1 2 [3] 4