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Messages - PJ Boy

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1321
Help / Re: Scripting and Modeling
« on: May 06, 2010, 08:45:15 PM »
You don't need "a steady hand", what are you talking about?
I was exaggerating with the "steady hand". An artistic skill is needed though.

1322
Help / Re: Scripting and Modeling
« on: May 06, 2010, 08:42:00 PM »
Modeling requires artistic skill and a steady hand. You can use Blender or Milkshape 3D. Practice with Google sketch-up if you're not skilled.

Scripting is just as hard. It uses a C++ language. Here's an example of said script:
Code: [Select]
//spear.cs


datablock AudioProfile(spearExplosionSound)
{
   filename    = "./spearHit.wav";
   description = AudioClose3d;
   preload = false;
};

datablock AudioProfile(spearFireSound)
{
   filename    = "./spearFire.wav";
   description = AudioClose3d;
   preload = true;
};


//spear trail
datablock ParticleData(spearTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/ring";
//animTexName = " ";

// Interpolation variables
colors[0] = "0.75 0.75 0.75 0.3";
colors[1] = "0.75 0.75 0.75 0.2";
colors[2] = "1 1 1 0.0";
sizes[0] = 0.15;
sizes[1] = 0.35;
sizes[2] = 0.05;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
};

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

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

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = spearTrailParticle;

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


//effects
datablock ParticleData(spearExplosionParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 900;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

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

// Interpolation variables
colors[0] = "0.3 0.3 0.2 0.9";
colors[1] = "0.2 0.2 0.2 0.0";
sizes[0] = 4.0;
sizes[1] = 7.0;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(spearExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   lifeTimeMS    = 21;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "spearExplosionParticle";

   uiName = "Spear Smoke";
   emitterNode = TenthEmitterNode;
};

datablock ParticleData(spearExplosionParticle2)
{
dragCoefficient = 0.1;
windCoefficient = 0.0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 500;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/chunk";
//animTexName = "~/data/particles/cloud";

// Interpolation variables
colors[0] = "0.0 0.0 0.0 1.0";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(spearExplosionEmitter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 7;
   ejectionVelocity = 15;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "spearExplosionParticle2";

   useEmitterColors = true;
   uiName = "Spear Chunk";
   emitterNode = HalfEmitterNode;
};

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

   soundProfile = spearExplosionSound;

   emitter[0] = spearExplosionEmitter;
   emitter[1] = spearExplosionEmitter2;
   //particleDensity = 30;
   //particleRadius = 1.0;

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

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

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

   //impulse
   impulseRadius = 3.5;
   impulseForce = 2000;

   //radius damage
   radiusDamage        = 40;
   damageRadius        = 3.5;
};

//projectile
AddDamageType("SpearDirect",   '<bitmap:add-ons/Weapon_Spear/CI_spear> %1',       '%2 <bitmap:add-ons/Weapon_Spear/CI_spear> %1',1,1);
AddDamageType("SpearRadius",   '<bitmap:add-ons/Weapon_Spear/CI_spearRadius> %1', '%2 <bitmap:add-ons/Weapon_Spear/CI_spearRadius> %1',1,0);
datablock ProjectileData(spearProjectile)
{
   projectileShapeName = "./spearProjectile.dts";
   directDamage        = 50;
   directDamageType  = $DamageType::SpearDirect;
   radiusDamageType  = $DamageType::SpearRadius;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = spearExplosion;
   particleEmitter     = spearTrailEmitter;

   brickExplosionRadius = 0;
   brickExplosionImpact = true; //destroy a brick if we hit it directly?
   brickExplosionForce  = 20;
   brickExplosionMaxVolume = 200;
   brickExplosionMaxVolumeFloating = 200;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 20000;
   fadeDelay           = 19500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0.50;

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

   uiName = "Spear";
};


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

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

//gui stuff
uiName = "Spear";
iconName = "./icon_spear";
doColorShift = true;
colorShiftColor = "0.400 0.196 0 1.000";

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

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(spearImage)
{
   // Basic Item properties
   shapeFile = "./spear.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   //eyeOffset = "0.1 0.2 -0.55";

   // 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 = spearItem;
   ammo = " ";
   projectile = spearProjectile;
   projectileType = Projectile;

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

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.400 0.196 0 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";
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;
stateSound[5] = spearFireSound;
};

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

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

function spearImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, spearThrow);
Parent::onFire(%this, %obj, %slot);
}
That's the spear, but if you already know LUA, then you have a good start.

Also, stop posting your signature.

1323
Drama / Re: One of the worst things that happened in BL.
« on: May 06, 2010, 08:35:10 PM »
No seriously, what's a reel.
I have no freaking idea...

1324
Off Topic / Re: Depression state of mind
« on: May 06, 2010, 08:34:42 PM »
Does this girl know you like her?

If so... Black Mail!

1325
Help / Re: How do I install the addon maker.
« on: May 06, 2010, 08:33:08 PM »
Add on maker...? Oh. You want to make add-ons?

1326
Forum Games / Re: What is the person above you avatar saying?
« on: May 06, 2010, 08:26:19 PM »
Red arm tied to something off screen.

1327
Off Topic / Re: Depression state of mind
« on: May 06, 2010, 08:22:33 PM »
Mouth.
Don't worry, there's still some hope left (corny message FTW)!

Some people use the best of both worlds, or she may be going through a "phase" of awkwardness...

I'm not going to say anything perverted because research is irrelevant to me. I'm only trying to help.

1328
Off Topic / Re: Depression state of mind
« on: May 06, 2010, 08:17:41 PM »
The biloveual part is not confirmed.
Stalk her? Was it a mouth kiss or a cheek kiss?

1329
Off Topic / Re: Depression state of mind
« on: May 06, 2010, 08:15:10 PM »
This is now disturbing. A girl you like is biloveual... how so very disturbing.

Talk to her anyway? Get her trust and maybe "convert" her?

I don't know! This never happened to me!

1330
Drama / Re: One of the worst things that happened in BL.
« on: May 06, 2010, 08:11:24 PM »
We don't need quotes. Just click here.

1331
Help / Re: need help with cheats u have come to the right place
« on: May 06, 2010, 08:07:11 PM »
im just new
New to computers, new to the forums, or new to the internet? Take your pick.

1332
Off Topic / Re: have phun open, what do?
« on: May 06, 2010, 08:01:13 PM »
Water filter?

1333
Help / Re: need help with cheats u have come to the right place
« on: May 06, 2010, 07:53:41 PM »
just hints plz try dont be fou lish
...

Your spelling, grammar, and punctuation is so bad, I didn't understand a word of what you were trying to say.

fou lish...? Oh. You mean foolish?

1334
Forum Games / Re: What is the person above you avatar saying?
« on: May 06, 2010, 07:46:11 PM »
A square stone with a lama on it.

1335
Off Topic / Re: Your Favorite Comedian
« on: May 06, 2010, 07:45:03 PM »
Jeff Dunham.

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