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Topics - Block Builder

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91
Modification Help / Weapon doesn't show up or work?
« on: November 06, 2009, 08:54:29 PM »
I was trying to make a power beam (from Metroid :D) for BL and I screwed something up:

Code: [Select]
//gun.cs

//audio
datablock AudioProfile(BeamfireSound)
{
   filename    = "./Beamfire.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(BeamimpactSound)
{
   filename    = "./Beamimpact.wav";
   description = AudioClose3d;
   preload = true;
};

datablock ParticleData(BeamTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 0;
spinSpeed = 1000.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = false;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/cloud";
//animTexName = "./dot";

// Interpolation variables
colors[0]     = "0.8 0.4 0 0.8";
    colors[1]     = "0.2 0.0 0 0.8";
sizes[0] = 5.2;
sizes[1] = 3.5;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(BeamTrailEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;

   ejectionVelocity = 5; //0.25;
   velocityVariance = 3; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = BeamTrailParticle;
};

datablock ParticleData(BeamExplosionParticle)
{
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(BeamExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "BeamExplosionParticle";

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

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

   soundProfile = BeamExplosionSound;

   emitter[0] = BeamExplosionEmitter;
   particleDensity = 4000;
   particleRadius = 5.0;

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

   shakeCamera = false;

   // Dynamic light
   lightStartRadius = 4;
   lightEndRadius = 3;
   lightStartColor = "0.45 0.3 0.1";
   lightEndColor = "0 0 0";

   //impulse
   impulseRadius = 15;
   impulseForce = 200000;

   //radius damage
   radiusDamage        = 25;
   damageRadius        = 10;
};


AddDamageType("Beam",   '<bitmap:add-ons/Weapon_PowerBeam/CI_beam> %1',    '%2 <bitmap:add-ons/Weapon_PowerBeam/CI_beam> %1',0.2,1);
datablock ProjectileData(gunProjectile)
{
   projectileShapeName = "";
   directDamage        = 15;
   directDamageType    = $DamageType::Beam;
   radiusDamageType    = $DamageType::Beam;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //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      = 400;
   verticalImpulse   = 400;
   explosion           = BeamExplosion;
   particleEmitter     = ""; //BeamTrailEmitter;

   muzzleVelocity      = 80;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;

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

   uiName = "Gun Bullet";
};

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

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

//gui stuff
uiName = "PowerBeam";
iconName = "./icon_gun";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(gunImage)
{
   // Basic Item properties
   shapeFile = "./pistol.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 = BeamProjectile;
   projectileType = Projectile;

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

   doColorShift = true;
   colorShiftColor = gunItem.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]            = 0.14;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = gunShot1Sound;
stateEjectShell[2]       = false;

stateName[3] = "Reload";
stateSequence[3]                = "Reload";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[3] = "Ready";

};

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


When I pick it up (It's using the gun model right now) it doesn't show up in the players hand or in first person and it will not fire. Help please?

92
Off Topic / Droid Phone
« on: November 02, 2009, 07:11:13 AM »
Droid Site


It's like the iPhone but with a ton of improvements. I'm going to get it.

93
Creativity / Custom Avatars
« on: November 01, 2009, 05:40:21 AM »
I'm not exactly sure if this goes here, but I don't think it really fits in Community Projects or Off-Topic, so it's here.



I've decided to start making avatars for anyone that wants them. You can tell me what you want, or just ask for a simple avatar with your name or something that has a neat pattern or shapes. I won't make anything stupid or make anything for anyone that is an idiot. If I don't get any requests, I'll just keep making samples I guess. The samples are supposed to give you ideas for what you want or to show that I actually know what the forget I'm doing.


Samples:












(Also, if I've already made something, don't ask me to make you the same thing just with your name in it or something)

94
Off Topic / I'm going to go back in time!
« on: November 01, 2009, 01:02:29 AM »
At exactly 2:00am, I will go back in time one hour! Join me in my adventure!

95
Suggestions & Requests / Disable onRelay>FireRelay for Non-Admins
« on: October 31, 2009, 09:45:29 PM »
I was just hanging out in Jirue's server, and then I accidentally activated some brick that kept firing tank shells. I could disable it and it caused a little lag. I was thinking that adding an option for disabling onRelay>FireRelay (And onRelay>FireRelaynorth and the others) for anyone that's not an admin would help stop laggy events when the host is AFK or something.

96
Off Topic / Neat Java Apps
« on: October 31, 2009, 02:19:11 PM »
http://mrl.nyu.edu/~perlin/



Tons of neat stuff to play with and even a few games.

97
Off Topic / Worst Day Ever
« on: October 28, 2009, 05:09:33 PM »
I don't know what the forget happened, but there were like 100 different bad things that happened today.



1st Period: Band

-My Annoying Orangeet was dropped or fell over at least 4 times. I'm not exaggerating, I would drop it for no apparent reason or I would have it standing up on and someone would knock it over.

-The band director got really mad at my section.

-One of my slides became really stiff and hard to move after I used it like 3 times at the beginning of class

2nd Period: English

-Forgot do one part on my homework

-Teacher got mad at me

3rd Period: Math

-Forgot to do my homework

-There was a substitute teacher and she didn't tell us how to do anything and just gave us the note packet (Without telling us what we are supposed to do)

-Lots of homework

-Couldn't figure out the homework and the sub had no loving clue

4th Period: Computer Applications

-Found out we have to type up a Halloween story and it's due at the end of class tomorrow. Then, SHE WILL READ EVERY STORY OUT LOUD TO THE ClASS.

-Barely finished any of the story and it's not good at all

5th Period: Chinese

-All we did was read out loud (super loving boring)

-For some reason, everyone wanted me to read this massive paragraph out loud. I only knew about 75% of the characters and I looked like an idiot.

6th Period: History

-Nothing that bad, but it was really boring.  (Why do we have to talk about the Boston massacre for 45 loving minutes?)

7th Period: Science

-Forgot my science book and I had to run all the way from the science hall to my locker, then back. I was really tired and out of breath when I got back to the class.

-Couldn't finish the warm-up because I was late.

-Was still late

-We had to do a ton of stuff and anything we didn't do is homework. I forgot to bring my science book home and I don't really know it that well so I will probably fail that.

After school

-Me and 2 friends were going to stay after school and play Metroid on the DS. I even borrowed the game from a friend so my other friend could use it and play multi-card. One of my friends had to leave though and the other had detention.



I can't figure out why so many bad things could happen in one day. I narrowed it down to these causes though:

-Curse/bad luck

-A bunch of bad things randomly happening on one day

-I recently watched the first season of Lost and I thought it would be funny if I said the numbers out loud this morning.



98
Games / TETRIS'D
« on: October 24, 2009, 04:03:14 PM »
The game's out, and it's just as good as the animations:

http://www.kongregate.com/games/littleMGames/tetrisd-the-game

99
Games / Killing Floor
« on: October 24, 2009, 12:51:54 AM »
Killing Floor is like L4D but it has British accents and other neat stuff. Also, it's free for this weekend.


Anyway, I set up a server:

Name: Tc572's BL Server
Pass: Block

100
Off Topic / The Rasmus
« on: October 23, 2009, 07:20:55 AM »
One of my new favorite bands :D


They kind of remind me of Muse.

101
Off Topic / Game Boy Micro
« on: October 21, 2009, 09:00:10 PM »
Because of my move to the DSi, I have been unable to play GBA games. Nintendo dissapointed me a little when they didn't release any NES, SNES, or even GBA games on the DSi shop, and so I didn't know what to do. I already carried my DSi everywhere, so I needed something small that wouldn't get in my way. So...

http://micro.gameboy.com/

I found the Game Boy Micro. It looked small, lovey, and great for playing GBA games. The website also had the nicest intro for any Nintendo product ever. It was perfect, except that it cost $90 dollars. $90! So, I'm not sure if I should get it. It looks cool, but I could sell my DSi and go back to the lite if I wanted to spend that much on such a limited device. Should I get the micro?

102
Games / Guitar Hero: On Tour
« on: October 19, 2009, 06:46:13 PM »
I got it, and for some reason if I try to play on hard then I fail. Medium is really easy though, and I hit 98% on every song. I have no idea what the hell is wrong with me, but I can not play anything above medium. This is exactly what happened the last time I got it but I thought I had at least improved since then. I don't even know why I bothered wasting my money...

I just had to get used to it again. Still cramps my hand though D:

103
Off Topic / Good, Free, Midi Sequencer?
« on: October 17, 2009, 01:07:00 AM »
I'd really like something similar to MidiSwing, but not made by an Applecigarette that has to forget up to key binds and stuff (Backspace to delete the notes? NO RIGHT CLICKING?)



104
Games / DSiWare
« on: October 16, 2009, 08:07:32 PM »
This is the topic where you discuss games and stuff you get from the DSi shop.



Games I've downloaded:

-Mario Calculator
-Mario Clock
-BOXLIFE
-Flipnote Studio
-Guitar Rock Tour
-Pinball Pulse: The Ancients Beckon
-Asphalt 4
-DSi Browser
-Thorium Wars
-Clubhouse Games Express: Strategy Pack
-Mario vs. Donkey Kong: Minis March Again!

And that all comes out to 5,000 points, and if you subtract the 1,000 points that come with the DSi, it means I've spent $40.00 in the DSi shop. :D


Also, does anybody know if that Art Academy thing is any good?

105
Drama / Caps Lock
« on: October 15, 2009, 05:39:15 PM »
It's "all the rage":


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