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Messages - Kishgal

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1696
Off Topic / Re: Super offical Blockland Teamspeak (blockland.org)
« on: September 14, 2014, 07:38:14 PM »
No seriously what are you going on about lol
Advice: Don't even talk to them. You'll save yourself some trouble.

1697
Update - Beta Release 3
Sidearms! - At last, more weapons to have in your pocket. All 3 sidearms are in, and ready to use.
Shotgun buff - Based on playtesting, the damage-per-pellet of the Shotgun has been increased, which should improve its lethality at point blank to be as intended.
Shell "col" console spam - The shell models didn't have properly named collision boxes and the game was very upset about it. This has been fixed.
New thread - maybe i should get banned less often



to top

1698
-reserved-
the other weapon pack will go here whenever i resume work on it

1699









   
"The R-101C is a fully automatic, compact assault weapon commonly used throughout the Frontier."
Max Damage, Headshot @ Range:
25, 35 @ 20 TU
Min Damage, Headshot @ Range:
15, 21 @ 50 TU
Magazine Capacity:
24 rounds
Equipment Time:
1.0 sec
Chamber Time:
0.01 sec
Chambered Reload:
2.2 sec
Full Reload:
2.8 sec
Base Spread:
0.001
Spread Increase:
0.0002 per shot
Max Spread:
0.005



   
"The Longbow DMR is a semi-automatic sniper rifle. Its hyper-velocity round completely eliminates the need to lead targets, and allows the shooter to fire multiple shots quickly in succession."
Max Damage, Headshot @ Range:
60, 120 @ 60 TU
Min Damage, Headshot @ Range:
45, 90 @ 20 TU
Magazine Capacity:
8 rounds
Equipment Time:
0.8 sec
Chamber Time:
0.08 sec
Chambered Reload:
2.6 sec
Full Reload:
3.6 sec
Base Spread:
0.0004
Spread Increase:
0.002 per shot
Max Spread:
0.006



   
"The EVA-8 is a semi-automatic shotgun, originally designed for extra-vehicular activity, both in conventional and in exo-atmospheric conditions."
Max Damage, Headshot @ Range:
15, 17 @ 60 TU, 8 pellets
Min Damage, Headshot @ Range:
7, 8 @ 30 TU, 8 pellets
Magazine Capacity:
6 rounds
Equipment Time:
0.8 sec
Chamber Time:
0.6 sec
Chambered Reload:
2.75 sec
Full Reload:
3.0 sec
Base Spread:
0.003
Spread Increase:
0.0005 per shot
Max Spread:
0.008



   
"The Hammond P2011 is a semi-automatic handgun with good accuracy and damage at range. Its integrated 'match trigger' allows it to be fired very rapidly, which is useful in close quarters."
Max Damage, Headshot @ Range:
30, 60 @ 12 TU
Min Damage, Headshot @ Range:
12, 24 @ 30 TU
Magazine Capacity:
12 rounds
Equipment Time:
0.4 sec
Chamber Time:
0.1 sec
Chambered Reload:
1.25 sec
Full Reload:
1.9 sec
Base Spread:
0.0008
Spread Increase:
0.0025 per shot
Max Spread:
0.006



   
"The RE-45 is a fully automatic .45 caliber pistol, sacrificing damage and accuracy at longer distances for improved effectiveness at close range."
Max Damage, Headshot @ Range:
19, 38 @ 15 TU
Min Damage, Headshot @ Range:
15, 30 @ 40 TU
Magazine Capacity:
20 rounds
Equipment Time:
0.4 sec
Chamber Time:
0.009 sec
Chambered Reload:
1.3 sec
Full Reload:
2.1 sec
Base Spread:
0.0015
Spread Increase:
0.0002 per shot
Max Spread:
0.005



   
"The B3 Wingman is an extremely powerful revolver with very high accuracy out to long ranges. Precision aim is required to mitigate the disadvantages of its very low rate of fire."
Max Damage, Headshot @ Range:
65, 130 @ 20 TU
Min Damage, Headshot @ Range:
50, 100 @ 50 TU
Cylinder Capacity:
6 rounds
Equipment Time:
0.4 sec
Action Time:
0.5 sec
Reload:
2.1 sec
Base Spread:
0.00045
Spread Increase:
0.0015 per shot
Max Spread:
0.006









Giant Enemy Crab Games - Inspired big over the top low-res emitters
Respawn Entertainment and Infinity Ward - loving guess
Rykuta - Weapon backbone and general assistance
/tfg/ - Supporting me during this and all my other modding endeavours
Everyone in this thread - General pointers on getting the Wingman's shell ejection right, I'd still like to improve it at some point...





1700
Modification Help / Re: Spawning multiple debris/shells
« on: September 14, 2014, 05:15:01 PM »
Pointless update: I have convinced the player to stuff out shells.

While entertaining, I wouldn't really call this progress.

   %pos = %obj.getPosition();
    %obj = new Explosion()
    {
        datablock = shellExplosion;
        position = %pos;
    };


My current guess is that I should be using %this.getPosition instead so I guess we'll see how that goes. Nope.

1701
General Discussion / Re: Blockland is a game.
« on: September 14, 2014, 04:39:16 PM »
as this account hints, i first start playing in mid 2008, and bought a bit over a year later. i joined a random server hosted by Amade, which was a fort wars on the Kitchen if i remember right.
i don't see myself stopping any time soon

1702
Add-Ons / Re: [Brick] Wood boards
« on: September 14, 2014, 04:13:03 PM »
I feel like the bolts should be square, but nice anyway.

1703
Modification Help / Re: Spawning multiple debris/shells
« on: September 14, 2014, 04:01:33 PM »
Where do you want to spawn the explosion? Where the player is? Where the muzzle of whatever they're holding is?
ideally from the ejectPoint of the gun but i'd be willing to settle for just the center of the model if that's too much of a pain

1704
Modification Help / Re: Spawning multiple debris/shells
« on: September 14, 2014, 03:49:33 PM »
well sure, then what do i do

1705
Games / Re: Super Smash Bros. For Wii U & 3DS: 3DS version is out in Japan!
« on: September 14, 2014, 03:48:25 PM »
Considering the volume of really good games currently out and still coming I don't see any reason not to get a Wii U. It's not like they're very expensive to begin with.

1706
Modification Help / Re: Spawning multiple debris/shells
« on: September 14, 2014, 03:37:34 PM »
What I've got now is:
function WingmanImage::OnWingmanOpen(%this, %obj, %slot)
{
    %obj.playThread(2, shiftleft);
   %obj.schedule(150, playThread, 2, activate);
   serverPlay3D(%this.RYG_ClipOutSound,%obj.getPosition());
   displayAmmo(%obj, %obj.getMountedImage(0));
   %pos = %WingmanImage.getPosition();
    %obj = new Explosion()
    {
        datablock = shellExplosion;
        position = %pos;
    };
}

But the shell explosion seems to be spawning at the world center rather than from the gun.

1707
Creativity / Re: The new and improved 3D model topic!
« on: September 14, 2014, 02:57:03 PM »
The wingman's (metallic) body is mostly what I'd call a "rusty" grey, and it's really just two colours that have lots of shading effects baked into the texture. Not quite as brown as in the inventory icon, but in that neighbourhood. The colours I'm using are the same four I've been using since I started modelling, illogically labeled "grey0-3."

1708
Modification Help / Re: Spawning multiple debris/shells
« on: September 14, 2014, 06:29:31 AM »
i don't know how to actually implement that
i presume it would become
function reloadDebris(%WingmanImage)
{
    %pos = %WingmanImage.getPosition();
    %obj = new Explosion()
    {
        datablock = shellExplosion;
        position = %pos;
    };
}


but i don't know how to actually call it? can i call more than one script in the states?

1709
Modification Help / Spawning multiple debris/shells
« on: September 14, 2014, 05:41:50 AM »
Pretty self explanatory, I want to spawn several (in this case six) of a debris when a gun is reloading. Is there a way I can do this using just the debris data or the shell system?

1710
Off Topic / Re: Prequel - currently in possession of ALL the gusto
« on: September 14, 2014, 05:35:53 AM »
Go back to your cave Taboo
but it's cold in there

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