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Topics - canto xe

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106
Add-Ons / Huge CrossHair Pack v2
« on: January 04, 2010, 04:53:38 PM »
This is my first addon
Crosshairs are used inside Blockland To Build,Snipe,Kill
Remember Backup Your old crosshair If You Like To!
Place The Crosshair at directory of blockland then Base/client/ui

107
Add-Ons / HUGE CrossHair Pack v1
« on: January 04, 2010, 04:52:20 PM »
This is my first addon
Crosshairs are used inside Blockland To Build,Snipe,Kill
Remember Backup Your old crosshair If You Like To!
Place The Crosshair at directory of blockland then Base/client/ui

108
Help / Weapon_ArthurS Problem
« on: December 30, 2009, 05:11:24 PM »
Hey there guys i have a problem with my addon i tryed making it but it can't even appear on the list to enable i gave gui name ArthurS I Didnt add to the weapon blank and those black75 you know how can i find out which to add?
                    If Problem with script
Script:
//ArthurS.cs
datablock AudioProfile(ArthurSDrawSound)
{
   filename    = "./sound/swordDraw.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(ArthurstuffSound)
{
   filename    = "./sound/swordHit.wav";
   description = AudioClosest3d;
   preload = true;
};


//effects
datablock ParticleData(ArthurloveplosionParticle)
{
   dragCoefficient      = 2;
   gravityCoefficient   = 1.0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   spinRandomMin = -90;
   spinRandomMax = 90;
   lifetimeMS           = 500;
   lifetimeVarianceMS   = 300;
   textureName          = "base/data/particles/chunk";
   colors[0]     = "0.7 0.7 0.9 0.9";
   colors[1]     = "0.9 0.9 0.9 0.0";
   sizes[0]      = 0.5;
   sizes[1]      = 0.25;
};

datablock ParticleEmitterData(ArthurloveplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 60;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ArthurloveplosionParticle";
};

datablock ExplosionData(Arthurloveplosion)
{
   //explosionShape = "";
   lifeTimeMS = 500;

   soundProfile = ArthurstuffSound;

   particleEmitter = ArthurloveplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

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

   shakeCamera = true;
   camShakeFreq = "20.0 22.0 20.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 3;
   lightEndRadius = 0;
   lightStartColor = "00.0 0.2 0.6";
   lightEndColor = "0 0 0";
};


//projectile
AddDamageType("ArthurS",   '<bitmap:add-ons/ci/sword> %1',    '%2 <bitmap:add-ons/ci/sword> %1',1,1);
datablock ProjectileData(ArthurSProjectile)
{
   //projectileShapeName = "~/data/shapes/arrow.dts";
   directDamage        = 35;
   directDamageType  = $DamageType::ArthurS;
   radiusDamageType  = $DamageType::ArthurS;
   explosion           = Arthurloveplosion;
   //particleEmitter     = as;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 100;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;

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


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

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

   //gui stuff
   uiName = "Weapon_ArthurS";
   iconName = "./ItemIcons/ArthurS";
   doColorShift = true;
   colorShiftColor = "0.471 0.471 0.471 1.000";

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

//function ArthurS::onUse(%this,%user)
//{
//   //if the image is mounted already, unmount it
//   //if it isnt, mount it
//
//   %mountPoint = %this.image.mountPoint;
//   %mountedImage = %user.getMountedImage(%mountPoint);
//   
//   if(%mountedImage)
//   {
//      //echo(%mountedImage);
//      if(%mountedImage == %this.image.getId())
//      {
//         //our image is already mounted so unmount it
//         %user.unMountImage(%mountPoint);
//      }
//      else
//      {
//         //something else is there so mount our image
//         %user.mountimage(%this.image, %mountPoint);
//      }
//   }
//   else
//   {
//      //nothing there so mount
//      %user.mountimage(%this.image, %mountPoint);
//   }
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(ArthurSImage)
{
   // Basic Item properties
   shapeFile = "./shapes/ArthurS.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 = false;

   eyeOffset = "0.7 1.2 -0.25";

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = ArthurSItem;
   ammo = " ";
   projectile = ArthurSProjectile;
   projectileType = Projectile;

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

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.471 0.471 0.471 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]             = 0.5;
   stateTransitionOnTimeout[0]      = "Ready";
   stateSound[0]                    = ArthurSDrawSound;

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

   stateName[2]         = "PreFire";
   stateScript[2]                  = "onPreFire";
   stateAllowImageChange[2]        = false;
   stateTimeoutValue[2]            = 0.1;
   stateTransitionOnTimeout[2]     = "Fire";

   stateName[3]                    = "Fire";
   stateTransitionOnTimeout[3]     = "CheckFire";
   stateTimeoutValue[3]            = 0.2;
   stateFire[3]                    = true;
   stateAllowImageChange[3]        = false;
   stateSequence[3]                = "Fire";
   stateScript[3]                  = "onFire";
   stateWaitForTimeout[3]      = true;
   //stateTransitionOnTriggerUp[3]   = "StopFire";

   stateName[4]         = "CheckFire";
   stateTransitionOnTriggerUp[4]   = "StopFire";
   stateTransitionOnTriggerDown[4]   = "Fire";

   
   stateName[5]                    = "StopFire";
   stateTransitionOnTimeout[5]     = "Ready";
   stateTimeoutValue[5]            = 0.2;
   stateAllowImageChange[5]        = false;
   stateWaitForTimeout[5]      = true;
   stateSequence[5]                = "StopFire";
   stateScript[5]                  = "onStopFire";


};

function ArthurSImage::onPreFire(%this, %obj, %slot)
{
   //messageAll( 'MsgClient', 'sword prefired!!!');
   //Parent::onFire(%this, %obj, %slot);
   %obj.playthread(2, armattack);
}

function ArthurSImage::onStopFire(%this, %obj, %slot)
{   
   %obj.playthread(2, root);
   //messageAll( 'MsgClient', 'stopfire');
}

109
Help / Skateboard Problem
« on: December 30, 2009, 05:53:48 AM »
Hi guys today i was planning to release my skateboard and i told to gravity_cat to script it but something is going wrong!

Heres The Script If you find something wrong notify me here by telling me what to change oh btw i thought if at start tires is wrong because i have a file wheels on the model
Script:
//########## Skateboard

//###Tires

datablock WheeledVehicleTire(SkateboardTire)
{
  shapeFile = "./skateboardwheel.dts";
  mass = 1;
  radius = 0.1;
  staticFriction = 5;
  kineticFriction = 5;
  restitution = 0.5;
  lateralForce = 18000;
  lateralDamping = 4000;
  lateralRelaxation = 0.01;
  longitudinalForce = 14000;
  longitudinalDamping = 2000;
  longitudinalRelaxation = 0.01;
};

//### Springs

datablock WheeledVehicleSpring(SkateboardSpring)
{
  length = 0.1;
  force = 5000;
  damping = 500;
  antiSwayForce = 20;
};

//### Effects

datablock ParticleData(SkateboardSmokeParticle)
{
  dragCoefficient = 8;
  gravityCoefficient = 0;
  inheritedVelFactor = 0.2;
  constantAcceleration = 0;
  lifetimeMS = 500;
  lifetimeVarianceMS = 200;
  textureName = "base/data/particles/cloud";
  spinSpeed = 10;
  spinRandomMin = -50;
  spinRandomMax = 50;
  colors[0] = "0.2 0.2 0.2 0.5";
  colors[1] = "0.4 0.4 0.4 0";
  sizes[0] = 2;
  sizes[1] = 4;
  useInvAlpha = true;
};

datablock ParticleEmitterData(SkateboardSmokeEmitter)
{
  uiName = "";
  ejectionPeriodMS = 50;
  periodVarianceMS = 25;
  ejectionVelocity = 2;
  velocityVariance = 1;
  ejectionOffset = 0;
  thetaMin = 89;
  thetaMax = 90;
  phiReferenceVel = 0;
  phiVariance = 360;
  overrideAdvance = false;
  particles = "SkateboardSmokeParticle";
  useEmitterColors = true;
};

datablock DebrisData(SkateboardTireDebris)
{
  shapeFile = "./skateboardwheel.dts";
  emitters = "SkateboardSmokeEmitter";
  lifetime = 2;
  minSpinSpeed = -360;
  maxSpinSpeed = 360;
  elasticity = 0.5;
  friction = 0.2;
  numBounces = 3;
  staticOnMaxBounce = true;
  snapOnMaxBounce = false;
  fade = true;
  gravModifier = 2;
};

datablock ExplosionData(SkateboardExplosion : vehicleExplosion)
{
  debris = SkateboardTireDebris;
  debrisNum = 4;
  debrisNumVariance = 0;
  debrisPhiMin = 0;
  debrisPhiMax = 360;
  debrisThetaMin = 40;
  debrisThetaMax = 85;
  debrisVelocity = 15;
  debrisVelocityVariance = 5;
};

datablock ProjectileData(SkateboardExplosionProjectile : vehicleExplosionProjectile)
{
  uiName = "";
  directDamage = 0;
  radiusDamage = 0;
  damageRadius = 0;
  explosion = SkateboardExplosion;
  directDamageType = $DamageType::vehicleExplosion;
  radiusDamageType = $DamageType::vehicleExplosion;
  explodeOnDeath = 1;
  armingDelay = 0;
  lifetime = 0;
};

datablock DebrisData(SkateboardDebris)
{
  shapeFile = "./Skateboard.dts";
  emitters = "SkateboardSmokeEmitter";
  lifetime = 3;
  minSpinSpeed = -500;
  maxSpinSpeed = 500;
  elasticity = 0.5;
  friction = 0.2;
  numBounces = 1;
  staticOnMaxBounce = true;
  snapOnMaxBounce = false;
  fade = true;
  gravModifier = 2;
};

datablock ExplosionData(SkateboardFinalExplosion : vehicleFinalExplosion)
{
  debris = SkateboardDebris;
  debrisNum = 1;
  debrisNumVariance = 0;
  debrisPhiMin = 0;
  debrisPhiMax = 360;
  debrisThetaMin = 0;
  debrisThetaMax = 20;
  debrisVelocity = 20;
  debrisVelocityVariance = 5;
};

datablock ProjectileData(sabreFinalExplosionProjectile : vehicleFinalExplosionProjecti le)
{
  uiName = "";
  directDamage = 0;
  radiusDamage = 0;
  damageRadius = 0;
  explosion = sabreFinalExplosion;
  directDamageType = $DamageType::vehicleExplosion;
  radiusDamageType = $DamageType::vehicleExplosion;
  explodeOnDeath = 1;
  armingDelay = 0;
  lifetime = 0;
};

//### Vehicle

datablock WheeledVehicleData(SkateboardVehicle)
{
  uiName = "Skateboard";
  category = "Vehicles";
  displayName = "";
  shapeFile = "./Skateboard.dts";
  emap = true;
  minMountDist = 1;
  numMountPoints = 1;
  mountThread[0] = "stand";
  numWheels = 4;
  engineTorque = 1000;
  engineBrake = 500;
  brakeTorque = 1000;
  maxWheelSpeed = 15;
  maxDamage = 30;
  destroyedLevel = 30;
  speedDamageScale = 1.04;
  collDamageThresholdVel = 20;
  collDamageMultiplier = 0.02;
  massCenter = "0 0 0";
  maxSteeringAngle = 0.6;
  integration = 4;
  cameraRoll = false;
  cameraMaxDist = 8;
  cameraOffset = 6;
  cameraLag = 0;
  cameraDecay = 0.75;
  cameraTilt = 0.4;
  collisionTol = 0.1;
  contactTol = 0.1;
  useEyePoint = false;
  defaultTire = SkateboardTire;
  defaultSpring = SkateboardSpring;
  mass = 5;
  density = 5;
  drag = 1.6;
  bodyFriction = 0.6;
  bodyRestitution = 0.6;
  minImpactSpeed = 5;
  softImpactSpeed = 5;
  hardImpactSpeed = 10;
  groundImpactMinSpeed = 10;
  rollForce = 900;
  yawForce = 600;
  pitchForce = 1000;
  rotationalDrag = 0.2;
  steeringAutoReturn = true;
  steeringAutoReturnRate = 0.9;
  steeringAutoReturnMaxSpeed = 10;
  steeringUseStrafeSteering = true;
  steeringStrafeSteeringRate = 0.1;
  maxEnergy = 100;
  jetForce = 3000;
  minJetEnergy = 30;
  jetEnergyDrain = 2;
  splash = vehicleSplash;
  splashVelocity = 4;
  splashAngle = 67;
  splashFreqMod = 300;
  splashVelEpsilon = 0.6;
  bubbleEmitTime = 1.4;
  splashEmitter[0] = vehicleFoamDropletsEmitter;
  splashEmitter[1] = vehicleFoamEmitter;
  splashEmitter[2] = vehicleBubbleEmitter;
  mediumSplashSoundVelocity = 10;
  hardSplashSoundVelocity = 20;
  exitSplashSoundVelocity = 5;
  justcollided = 0;
  rideable = true;
  lookUpLimit = 0.65;
  lookDownLimit = 0.45;
  paintable = true;
  damageEmitter[0] = VehicleBurnEmitter;
  damageEmitterOffset[0] = "0 0 0";
  damageLevelTolerance[0] = 0.99;
  damageEmitter[1] = VehicleBurnEmitter;
  damageEmitterOffset[1] = "0 0 0";
  damageLevelTolerance[1] = 1;
  numDmgEmitterAreas = 1;
  initialExplosionProjectile = SkateboardExplosionProjectile;
  initialExplosionOffset = 0;
  burnTime = 4000;
  finalExplosionProjectile = SkateboardFinalExplosionProje ctile;
  finalExplosionOffset = 0.5;
  minRunOverSpeed = 4;
  runOverDamageScale = 8;
  runOverPushScale = 1.2;
  protectPassengersBurn = false;
  protectPassengersRadius = false;
  protectPassengersDirect = false;
};

110
Suggestions & Requests / Suggestion & Request
« on: December 12, 2009, 12:44:03 PM »
Hey there i would like to request & suggest something for version 14 if system of roblox for helmets and those could be added if we had 3D models for players...And the last and serious one if color command for welcome message would be added for speaking!

111
Gallery / Raceway build
« on: April 06, 2009, 10:02:56 AM »
Inspired by Lego Racers, I built a circuit raceway in about 2 hours.

Features:

2 shortcuts - A dirt path and a narrow bridge
6 Car Racing - Admin Race controls
Good scenery
6000+ Bricks

Requires:
Setplayertransform events
Blocko Car
Default stuff
A minigame to play


Load the bricks to find out what it looks like - Pics wouldn't work

112
Gallery / Lord of the Rings Tower
« on: April 04, 2009, 01:25:10 PM »
The Tower with the Eye of Sauron at the top in Lord of the Rings.
I even made cliffs you can see it from (LOL  :cookieMonster:)

Sorry about the picture being in the distance but my BL was playing up a bit. It's really
W.I.P so I'll get a better pic.

113
Suggestions & Requests / Mini
« on: December 07, 2008, 09:03:32 AM »
My favourite car of all time is a mini cooper. Don't ask me why.

I was wondering if someone could try and make this car partly because I am doing a racetrack thing and partly because the only real road car so far is the blocko car (unless i have'nt DL them) so it would be nice for a change.


114
Suggestions & Requests / Tomb Raider
« on: September 01, 2008, 08:49:07 AM »
Could someone post things like Lara Croft decals or the TR Dual Pistols.
A Lara-like player would also be good.


115
Suggestions & Requests / Pickaxe
« on: August 28, 2008, 08:55:34 AM »
Pickaxe


-------------------

It would be good for RPG online games for mining.

116
General Discussion / Favourite Weapon
« on: August 28, 2008, 08:39:26 AM »
What is your favourite weapon?

Vote NOW

117
Modification Help / My addon
« on: August 26, 2008, 04:57:07 AM »
I have made my first addon and it is all packed in a .zip file but it won't let me upload it to the site as an addon.

118
Suggestions & Requests / F1 car
« on: August 24, 2008, 05:36:42 AM »
Can anyone make an F1 car! It would be cool.

119
Modification Help / MS3d
« on: August 22, 2008, 04:50:07 AM »
I read the thingy about how to make BL models 3 days ago and downloaded Milkshape3D trial. It won't let me save my models though! Do I have to buy the program to save things or is it to do with the version??  :panda:

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