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Topics - Smokesta

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106
Suggestions & Requests / Revolutionary War
« on: September 16, 2009, 05:22:41 PM »
Revolutionary War  


I need this for my American Revolutionary War. Yes i already know heed made one but it didn't really look like a musket. No offense Heed.

I also need a modeled, Revolutionary war hat.


I also need some oggs could someone loop this
British Grenadiers http://www.youtube.com/watch?v=cDKn3nl9FeY
Conferderate Anthem http://www.youtube.com/watch?v=q-iaqQ-mryg&feature=fvw  

Anyone willing to make any of these?


107
General Discussion / Making a Timer
« on: September 15, 2009, 06:24:00 PM »
How do you make a timer using events i need a 10 minute timer that beeps when time is up i need it for my survival zombie server.

108
Gallery / Ai_Cowboy
« on: September 14, 2009, 11:19:23 PM »
This is my future cowboy i am going to add the actual cowboy hat after bushido releases his soldier so i can mount it right. oh and the second pic is proof it fires the real revolver bullet. I am going to add a second downloadable cowboy that comes on a horse too once its finished.




109
Drama / Me
« on: September 14, 2009, 03:32:27 PM »
Be honest am i hated?

110
Modification Help / Ai_Soldier (need help adding the armyhat)
« on: September 12, 2009, 08:47:25 PM »
How would i add the armyhats to my ai soldier?
heres the script so far.

datablock PlayerData(SoldierZombie : PlayerStandardArmor)
{
   //category = "Vehicles";
   minJetEnergy = 0;
   jetEnergyDrain = 0;
   canJet = 0;
   maxItems   = 0;   //total number of bricks you can carry
   maxWeapons = 1;      //this will be controlled by mini-game code
   maxTools = 0;
   runforce = 100 * 90;
   maxForwardSpeed = 8;
   maxBackwardSpeed = 8;
   maxSideSpeed = 8;
   attackpower = 6;
   //jumpsound = "ZombieJumpSound";
   cameradefaultFOV = 90;
   cameraMaxFov = 120;
   cameraMinFov = 10;
   //minlookangle = -1;
   //maxlookangle = -1;
   minlookangle = -1.5708;
   maxlookangle = 1.5708;
   BrickDestroyMaxVolume = 250;
   BrickMaxJumpHeight = 20;
   uiName = "Soldier";
   rideable = true;
   canRide = true;
   BrickKillRadius = 2;
   skinColor = "1 0.79 0.57 1";
   FollowAnim = "ArmReadyright";
   randomwalk = 1;
   aimatplayer = 1;
   SpecialAttack = 1;
   NoBloodyHands = 1;
   DoNotZombify = 1;
   chance = 90;
};
function SoldierZombie::SpecialAttack(%this,%onshot)
{
   %ran = getrandom(-1,1);
   %this.setmovex(%ran);
   schedule(0,0,ArcherShootMode,%this);
   schedule(500,0,ArcherShootMode,%this);
   schedule(1000,0,ArcherShootMode,%this);
   schedule(1500,0,ArcherShootMode,%this);
   %this.schedule(2000,clearmovex);
}
function SoldierShootMode(%this)
{
   if(%this.getstate() !$= "Dead")
   {
      %this.setimagetrigger(0,1);
      %this.setimagetrigger(0,0);
   }
}
function SoldierZombie::ondisabled(%this,%obj)
{
   parent::ondisabled(%this,%obj);
   ZombieDefault::ondisabled(%this,%obj);
}
function SoldierZombie::onCollision(%this, %obj, %col, %fade, %pos, %norm)
{
   parent::oncollision(%this, %obj, %col, %fade, %pos, %norm);
   ZombieDefault::onCollision(%this, %obj, %col, %fade, %pos, %norm);
}
function SoldierZombie::onMount(%a,%player,%vehicle,%d,%e,%f)
{
   ZombieDefault::onMount(%a,%player,%vehicle,%d,%e,%f);
   parent::onMount(%a,%player,%vehicle,%d,%e,%f);
}
function SoldierZombie::onUnMount(%a,%player,%vehicle,%d,%e,%f)
{
   ZombieDefault::onUnMount(%a,%player,%vehicle,%d,%e,%f);
   parent::onUnMount(%a,%player,%vehicle,%d,%e,%f);
}
function SoldierZombie::onAdd(%this,%obj)
{
   parent::onAdd(%this,%obj);
   ZombieDefault::onAdd(%this,%obj);
   //schedule(10,0,Archerfy,%obj);
   schedule(15,0,Archerfy,%obj);
   //schedule(20,0,ghostifybot,%obj);
   //%obj.playthread(2,armreadyright);
   //%obj.setarmthread(crouch);
   %obj.mountimage(m4image,0);
}

function Archerfy(%obj)
{datablock ShapeBaseImageData(AHGImage)
{
   shapeFile = "./AH.dts";
   emap = true;
   mountPoint = $HeadSlot;
   offset = "0 0 0.1";
   eyeOffset = "0 0 0.4";
   rotation = eulerToMatrix("0 0 0");
   scale = "1 1 1";
   doColorShift = true;
   colorShiftColor = "0.000 0.500 0.250 1.000";
};
   %obj.name = "Soldier";
   %obj.chestcolor = "0.0  0.100 0.0 1";
   %obj.rarmcolor = "0.0  0.100 0.0 1";
   %obj.larmcolor = "0.0  0.100 0.0 1";
   %obj.hipcolor = "0.2 1.5 0.0 1";
   %obj.llegcolor = "0.2 1.5 0.0 1";
   %obj.rlegcolor = "0.2 1.5 0.0 1";

   %obj.chest = "0";
   %obj.lhand = "0";
   %obj.rhand = "0";
   %obj.larm = "0";
   %obj.rarm = "0";
   %obj.hat = "Hat";
   %obj.accent = "0";
   %obj.pack = "0";
   %obj.secondpack = "0";
   %obj.lleg = "0";
   %obj.rleg = "0";
   %obj.hip = "0";

   GameConnection::ApplyBodyParts(%obj);
   GameConnection::ApplyBodyColors(%obj);
   %obj.setfacename(smileyblonde);
   %obj.setdecalname("Medieval-Tunic");
   %color = %obj.getdatablock().skincolor;
   %obj.setNodecolor($rhand[0], %color);
   %obj.setNodecolor($lhand[0], %color);
   %obj.setNodecolor("headskin", %color);
   //servercmdupdatebodyparts(%obj,6);
}
package ArcherAttackPackage
{
function ProjectileData::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
   if(isobject(%obj.sourceobject) && %obj.sourceobject.getdatablock().getname() $= "SoldierZombie")
   {
      //schedule(0,0,PropaneTankDamageF,%this,%obj,%col);
      %source = %obj.sourceobject;

      //echo(%source.getclassname());
      //echo(IsInMiniGame(%source));
      //echo(IsInSameMinigame(%col,%source));
      if(isobject(%obj.sourceobject) && %obj.sourceobject.getclassname() $= "AiPlayer" && IsInMinigame(%obj.sourceobject) && IsInSameMinigame(%col,%source))
      {
         if(%col.client != 0)
         {
            %source.cols = %col.client;
         }
         %col.damage(%obj,0,%obj.getdatablock().directDamage/2,$DamageType::zombiebite);
      }
   }
   parent::onCollision(%this,%obj,%col,%fade,%pos,%normal);
}
};
activatepackage(ArcherAttackPackage);


111
Gallery / Orc
« on: September 12, 2009, 03:21:50 PM »
Heres my new Ai_Orc i just made. I would have made it hold a Spikedbat but it woudn't work for the image load.

112
Gallery / Ai_Archer
« on: September 11, 2009, 04:31:50 PM »
I edited heeds archer to make him look more like a archer and this is what i got



113
Suggestions & Requests / Humvee
« on: September 09, 2009, 10:25:38 PM »


Could someone make this with two back seats and two front seats?

114
Gallery / War Spoofs
« on: September 09, 2009, 09:46:02 PM »
Damn national socialist's



Hehe Sucker


Ok wtf just happened?


Thats more like it ;p

115
Suggestions & Requests / Ai_America and Ai_Russian
« on: September 09, 2009, 04:27:59 PM »
We already have a Ai_national socialist? why not a Ai_American Soldier and Ai_Russian Soldier for a world war 2 >=D? Exeperienced Scripters could add the army hat with it in the scripting process and ask to borrow rontondos ai player. Heed ol buddy is there anything i could do to put you up to making this? <wink wink>





116
Suggestions & Requests / Sea Salt Zombies (Updated)
« on: September 07, 2009, 05:26:51 PM »
Ok i was thinking maybe rontondo or other scripters could make models of under water living creatures and rontondo could add them to his zombie pack if they were good enough like

1. Lego Crab
     Comes with Openable and closable claws.
2. Lego Aligator (Seasalt)
     Comes with jaw openable and closeable.
3. Lego Octopus
     Comes with extending tentacles.
4. Lego Swordfish
     Swims faster then the aligator and octopus.

117
Gallery / Blocko Bullseye
« on: September 06, 2009, 09:08:10 PM »
My soon to come map, This is going to be used for my Sky Diving Competition soon


118
Maps / Iraq (Removed)
« on: September 05, 2009, 03:16:26 PM »
(Poorly Textured Removed)

119
Gallery / The Madness Of War
« on: September 03, 2009, 10:47:25 PM »


Soldier: This is ground control to sky brigade get your asses down here and help me i'm being bombed!

Blackhawk troopers: Copy that just try to stay alive for a 25 more minutes were sending our troops right away.. over

120
Maps / I've Not going to Give up
« on: August 30, 2009, 08:50:53 PM »
I won't give up.

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