Author Topic: Portal things  (Read 622 times)

Ok first of all, any noobs who keep asking for the Enrichment Center Hand Held Portal Device please stop its annoying,  and secondly whoever is thinking about makning anything from the game, make a companion cube!!! the one with the heart on it, and tertiary(thirdly) it doesent take a rocket scientist to complete a mod for the portals to be see through, you just nee to take the view file and make it into a file that face outward of the flat object that the portal is on and make the portals oval!!!!


and about that guy who was making blockland for ds DONT DO IT, it will be the worst thuing ever, because u can update it

Can I have a Portal Gun please?

Ok first of all, any noobs who keep asking for the Enrichment Center Hand Held Portal Device please stop its annoying
Space Guy already made one

and secondly whoever is thinking about makning anything from the game, make a companion cube!!!
Been done by Kaje or Space Guy, i forget

and about that guy who was making blockland for ds DONT DO IT, it will be the worst thuing ever, because u can update it
What?

Space Guy already made one
Been done by Kaje or Space Guy, i forget
What?
both were done by Space Guy

MLD, I think he is talking about that P.O.S youtube video wear a guy programmed a blockheads' "Head" onto the PSP.

i was looking for the old portal gun to merge with the new one to make the best one possible
i found this instead:
Code: [Select]

//fake portal gun
// made from 9MM.cs
 
//projectile
datablock ProjectileData(portalProjectile)
{
   projectileShapeName = "~/data/shapes/blank.dts";
   directDamage        = 0;
   radiusDamage        = 0;
   damageRadius        = 1;
   explosion           = bulletExplosion;
//   particleEmitter     = bullet2TrailEmitter;
 
   muzzleVelocity      = 600;
   velInheritFactor    = 1;
   scale               = ".5 .5 .5";
   armingDelay         = 0;
   lifetime            = 8000;
   fadeDelay           = 7500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0;
 
   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
damagetype        = '%1 got fragged by %2';
};
 
 
//////////
// item //
//////////
datablock ItemData(portalgun)
{
    category = "Weapon";  // Mission editor category
    className = "Tool"; // For inventory system
 
     // Basic Item Properties
    shapeFile = "~/data/shapes/l-portalgun.dts";
    skinName = 'black';
    rotate = true;
    mass = 1;
    density = 0.2;
    elasticity = 0.2;
    friction = 0.6;
    emap = true;
 
     // Dynamic properties defined by the scripts
    pickUpName = 'a fake portal gun';
    invName = "portalgun";
    image = portalgunImage;
};
 
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(portalgunImage)
{
   // Basic Item properties
   shapeFile = "~/data/shapes/l-portalgun.dts";
   skinName = 'black';
   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 = ;
   ammo = " ";
   projectile = portalProjectile;
   projectileType = Projectile;
 
   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
 
   //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]             = 0.5;
    stateTransitionOnTimeout[0]       = "Ready";
    stateSound[0]                    = portalgunChargeSound;
 
    stateName[1]                     = "Ready";
    stateTransitionOnTriggerDown[1]  = "Fire";
    stateAllowImageChange[1]         = true;
 
    stateName[2]                    = "Fire";
    stateTransitionOnTimeout[2]     = "Reload";
    stateTimeoutValue[2]            = 0.001;
    stateFire[2]                    = true;
    stateAllowImageChange[2]        = false;
    stateSequence[2]                = "Fire";
    stateScript[2]                  = "onFire";
    stateWaitForTimeout[2]            = true;
    stateSound[2]                    = redportalFireSound;
 
    stateName[3]            = "Reload";
    stateSequence[3]                = "Reload";
    stateAllowImageChange[3]        = false;
    stateTimeoutValue[3]            = 0.001;
    stateScript[3]                  = "onPreFire";
    stateWaitForTimeout[3]        = true;
    stateTransitionOnTimeout[3]     = "Check";
 
    stateName[4]            = "Check";
    stateTransitionOnTriggerUp[4]    = "StopFire";
    stateTransitionOnTriggerDown[4]    = "StopFire";
 
    stateName[5]                    = "StopFire";
    stateTransitionOnTimeout[5]     = "Ready";
    stateTimeoutValue[5]            = 0.20;
    stateAllowImageChange[5]        = false;
    stateWaitForTimeout[5]        = true;
    //stateSequence[5]                = "Reload";
    stateScript[5]                  = "onStopFire";
 
};
 
function portalgunImage::onPreFire(%this, %obj, %slot)
{     
    %obj.playthread(2, root);
 
}
 
function portalgunImage::onStopFire(%this, %obj, %slot)
{     
    %obj.playthread(2, jump);
 
}
 
function portalProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
tbmcollison(%this,%obj,%col,%fade,%pos,%normal);
tbmcollison(%this,%obj,%col,%fade,%pos,%normal);
       tbmradiusDamage
     (%obj, VectorAdd(%pos, VectorScale(%normal, 0.01)),
      %this.damageRadius,%this.radiusDamage,%this.damageType,20);
}
 
datablock AudioProfile(redportalFireSound)
{
   filename    = "~/data/sound/PortalGun/portalgun_shoot_red1.wav";
   description = AudioClose3d;
   preload = true;
};
 
datablock AudioProfile(portalgunChargeSound)
{
   filename    = "~/data/sound/PortalGun/portalgun_poerup1.wav";
   description = AudioClose3d;
   preload = true;
};
 
datablock AudioProfile(blueportalFireSound)
{
   filename    = "~/data/sound/PortalGun/portalgun_shoot_blue1.wav";
   description = AudioClose3d;
   preload = true;
};
 

all of theseare made and completed,and it's no enrichment center(HPD),it's the aperture science(HPD)