Poll

What should we make our next pack?

HL2 weapons
Modern Warefare 2 Weps
Bad Company
Anything, I don't care
L4D2 Melee weapons
Go away forever.

Author Topic: L4D2 Weaponset (By Yndaaa, and me) - UPDATE 4-28  (Read 217523 times)

Everyone loved these until someone said "HEY GUISE STOLEN JUEMP ON BANDWAGEN AEND SAEE DEES R STOELN!!!!!!!!1"

you do realize they basically are though, right

you do realize they basically are though, right
How could they have been stolen?  They are way different than any "attempt" at making L4D2 weapons, your weps are pretty cool bushi but these outrank yours and you think tha yours can be the only L4D weapon set ever.

pay attention, this'll be on the test

these are (most of) the scripts, just from the shotguns (there's more in the rest of the pack), that show what i'm trying to tell you people. the bolded parts where it's very clear he's just copied my work and is soaking up the praise for it.

my shotgun
Quote
//audio
datablock AudioProfile(PumpShotgunFireSound)
{
   filename    = "./pump_shotgun_fire.wav";
   description = AudioClose3d;
   preload = true;
};

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


datablock ParticleData(shotgunExplosionParticle)
{
   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]      = 2.25;
   sizes[1]      = 2.75;

   useInvAlpha = true;
};
datablock ParticleEmitterData(shotgunExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "shotgunExplosionParticle";

   useEmitterColors = true;
};


datablock ParticleData(shotgunExplosionRingParticle)
{
   dragCoefficient      = 8;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 50;
   lifetimeVarianceMS   = 35;
   textureName          = "base/data/particles/star1";
   spinSpeed      = 500.0;
   spinRandomMin      = -500.0;
   spinRandomMax      = 500.0;
   colors[0]     = "1 1 0.0 0.9";
   colors[1]     = "0.9 0.0 0.0 0.0";
   sizes[0]      = 3;
   sizes[1]      = 3;

   useInvAlpha = false;
};
datablock ParticleEmitterData(shotgunExplosionRingEmitter)
{
   lifeTimeMS = 50;

   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "shotgunExplosionRingParticle";

   useEmitterColors = true;
   uiName = "Gun Hit Flash";
};

datablock ExplosionData(shotgunExplosion)
{
   //explosionShape = "";
   soundProfile = bulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = shotgunExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = shotgunExplosionRingEmitter;

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

   shakeCamera = true;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";

   impulseRadius = 2;
   impulseForce = 1000;
};

//shell
datablock DebrisData(PumpShotgunShellDebris)
{
   shapeFile = "./bushido's_shell_shotgun.dts";
   lifetime = 2.0;
   minSpinSpeed = -400.0;
   maxSpinSpeed = 200.0;
   elasticity = 0.5;
   friction = 0.2;
   numBounces = 3;
   staticOnMaxBounce = true;
   snapOnMaxBounce = false;
   fade = true;

   gravModifier = 4;
};

AddDamageType("PumpShotgun",   '<bitmap:add-ons/Weapon_Package_Tier1/CI_L4Shotgun> %1',    '%2 <bitmap:add-ons/Weapon_Package_Tier1/CI_L4Shotgun> %1',0.75,1);
datablock ProjectileData(PumpShotgunProjectile)
{
   projectileShapeName = "add-ons/Weapon_Gun/bullet.dts";
   directDamage        = ($BushidoL4DGuns::UsingRotZombies ? 14 : 11); //14;
   directDamageType    = $DamageType::PumpShotgun;
   radiusDamageType    = $DamageType::PumpShotgun;

   brickExplosionRadius = 0.2;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 15;
   brickExplosionMaxVolume = 20;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloati ng = 30;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse        = 200;
   verticalImpulse     = 100;
   explosion           = gunExplosion;

   muzzleVelocity      = 100;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = true;
   gravityMod = 0.4;

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

datablock ProjectileData(ShotgunBlastProjectile : PumpShotgunProjectile)
{
   projectileShapeName = "add-ons/Vehicle_Tank/tankbullet.dts";
   directDamage        = ($BushidoL4DGuns::UsingRotZombies ? 27 : 20); //14;
   directDamageType    = $DamageType::PumpShotgun;
   radiusDamageType    = $DamageType::PumpShotgun;

   brickExplosionRadius = 0.4;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 30;
   brickExplosionMaxVolume = 25;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloati ng = 35;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse        = 300;
   verticalImpulse     = 100;
   explosion           = shotgunExplosion;

   muzzleVelocity      = 100;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 70;
   fadeDelay           = 0;
   isBallistic         = true;
   gravityMod = 0.0;
};



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

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

   //gui stuff
   uiName = "Pump Shotgun";
   iconName = "./icon_pumpshotgun";
   doColorShift = true;
   colorShiftColor = "0.3 0.3 0.31 1.000";


    // Dynamic properties defined by the scripts
   image = PumpShotgunImage;
   canDrop = true;
   
   maxAmmo = 8;
   canReload = 1;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(PumpShotgunImage)
{
   // Basic Item properties
   shapeFile = "./Pump_Shotgun.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 = PumpShotgunItem;
   ammo = " ";
   projectile = PumpShotgunProjectile;
   projectileType = Projectile;

   casing = PumpShotgunShellDebris;
   shellExitDir        = "1.0 0.1 1.0";
   shellExitOffset     = "0 0 0";
   shellExitVariance   = 10.0;   
   shellVelocity       = 5.0;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   minShotTime = 1000;

   doColorShift = true;
   colorShiftColor = PumpShotgunItem.colorShiftCol or;

...
[snipped out]
...

};

function PumpShotgunImage::onFire(%this,%obj,%slot)
{
  %fvec = %obj.getForwardVector();
  %fX = getWord(%fvec,0);
  %fY = getWord(%fvec,1);
  
  %evec = %obj.getEyeVector();
  %eX = getWord(%evec,0);
  %eY = getWord(%evec,1);
  %eZ = getWord(%evec,2);
  
  %eXY = mSqrt(%eX*%eX+%eY*%eY);
  
  %aimVec = %fX*%eXY SPC %fY*%eXY SPC %eZ;

   %obj.setVelocity(VectorAdd(%obj.getVelocity(),VectorScale(%aimVec,"-7")));
   %obj.playThread(2, activate);
   %obj.toolAmmo[%obj.currTool]--;

   %projectile = %this.projectile;
   %spread = 0.0028;
   %shellcount = 9;

   for(%shell=0; %shell<%shellcount; %shell++)
   {
      %vector = %obj.getMuzzleVector(%slot);
      %objectVelocity = %obj.getVelocity();
      %vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
      %vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
      %velocity = VectorAdd(%vector1,%vector2);
      %x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
      %velocity = MatrixMulVector(%mat, %velocity);

      %p = new (%this.projectileType)()
      {
         dataBlock = %projectile;
         initialVelocity = %velocity;
         initialPosition = %obj.getMuzzlePoint(%slot);
         sourceObject = %obj;
         sourceSlot = %slot;
         client = %obj.client;
      };
      MissionCleanup.add(%p);
   }
   
   //shotgun blast projectile: only effective at point blank, sends targets flying off into the distance
   //
   //more or less represents the concussion blast. i can only assume such a thing exists because
   // i've never stood infront of a loving shotgun before
   ///////////////////////////////////////////////////////////

   %projectile = "shotgunBlastProjectile";
   
   %vector = %obj.getMuzzleVector(%slot);
   %objectVelocity = %obj.getVelocity();
   %vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
   %vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
   %velocity = VectorAdd(%vector1,%vector2);
   
   %p = new (%this.projectileType)()
   {
      dataBlock = %projectile;
      initialVelocity = %velocity;
      initialPosition = %obj.getMuzzlePoint(%slot);
      sourceObject = %obj;
      sourceSlot = %slot;
      client = %obj.client;
   };
   MissionCleanup.add(%p);
   return %p;
}


function PumpShotgunImage::onEject(%this,%obj,%slot)
{
   %obj.playThread(2, plant);
}

function PumpShotgunImage::onReloadStart(%this,%obj,%slot)
{
   %obj.playThread(2, shiftTo);
}

his shotguns
Quote
//audio
datablock AudioProfile(HuntingShotgunFireSound)
{
   filename    = "./Hunting_shotgun_fire.wav";
   description = AudioClose3d;
   preload = true;
};

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

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

datablock AudioProfile(HuntingShotgunUseSound)
{
   filename    = "./Hunting_shotgun_Use.wav";
   description = AudioClose3d;
   preload = true;
};
datablock DebrisData(ShotgunShellDebris)
{
   shapeFile = "./ShotgunShell.dts";
   lifetime = 2.0;
   minSpinSpeed = -400.0;
   maxSpinSpeed = 200.0;
   elasticity = 0.5;
   friction = 0.2;
   numBounces = 3;
   staticOnMaxBounce = true;
   snapOnMaxBounce = false;
   fade = true;

   gravModifier = 4;
};
AddDamageType("Owned", '<bitmap:add-ons/Weapon_Shotguns/CI_HShotgun> <bitmap:base/client/ui/ci/splat> %1', '%2 <bitmap:add-ons/Weapon_Shotguns/CI_HShotgun> <bitmap:base/client/ui/ci/splat> %1',0.75,1);
AddDamageType("HuntingShotgun",   '<bitmap:add-ons/Weapon_Shotguns/CI_HShotgun> %1',    '%2 <bitmap:add-ons/Weapon_Shotguns/CI_HShotgun> %1',0.75,1);
datablock ProjectileData(HuntingShotgunProjectile)
{
   projectileShapeName = "add-ons/Weapon_Gun/bullet.dts";
   directDamage        = 10;
   directDamageType    = $DamageType::HuntingShotgun;
   radiusDamageType    = $DamageType::HuntingShotgun;

   brickExplosionRadius = 0.2;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 15;
   brickExplosionMaxVolume = 20;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloati ng = 30;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse        = 200;
   verticalImpulse     = 100;
   explosion           = gunExplosion;

   muzzleVelocity      = 75;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = true;
   gravityMod = 0.4;

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

datablock ProjectileData(ShotgunBlastProjectile : HuntingShotgunProjectile)
{
   projectileShapeName = "add-ons/Vehicle_Tank/tankbullet.dts";
   directDamage        = 30;
   directDamageType    = $DamageType::Owned;
   radiusDamageType    = $DamageType::Owned;

   brickExplosionRadius = 0.4;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 30;
   brickExplosionMaxVolume = 25;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloati ng = 35;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse        = 300;
   verticalImpulse     = 100;
   explosion           = gunExplosion;

   muzzleVelocity      = 100;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 70;
   fadeDelay           = 0;
   isBallistic         = true;
   gravityMod = 0.0;
};



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

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

   //gui stuff
   uiName = "Hunting Shotgun";
   iconName = "./UI_HShotgun";
   doColorShift = true;
   colorShiftColor = "0.3 0.3 0.31 1.000";


    // Dynamic properties defined by the scripts
   image = HuntingShotgunImage;
   canDrop = true;
   
   maxAmmo = 8;
   canReload = 1;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(HuntingShotgunImage)
{
   // Basic Item properties
   shapeFile = "./Hunting_Shotgun.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 = HuntingShotgunItem;
   ammo = " ";
   projectile = HuntingShotgunProjectile;
   projectileType = Projectile;

   casing = ShotgunShellDebris;
   shellExitDir        = "1.0 -1.3 1.0";
   shellExitOffset     = "0 0 0";
   shellExitVariance   = 15.0;   
   shellVelocity       = 7.0;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   minShotTime = 1000;

   doColorShift = false;
   colorShiftColor = HuntingShotgunItem.colorShift Color;

   // 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.

...
[snipped out]
...

};

function HuntingShotgunImage::onFire(%this,%obj,%slot)
{
  %fvec = %obj.getForwardVector();
  %fX = getWord(%fvec,0);
  %fY = getWord(%fvec,1);
  
  %evec = %obj.getEyeVector();
  %eX = getWord(%evec,0);
  %eY = getWord(%evec,1);
  %eZ = getWord(%evec,2);
  
  %eXY = mSqrt(%eX*%eX+%eY*%eY);
  
  %aimVec = %fX*%eXY SPC %fY*%eXY SPC %eZ;

   %obj.playThread(2, activate);
   %obj.toolAmmo[%obj.currTool]--;

   %projectile = %this.projectile;
   %spread = 0.0028;
   %shellcount = 9;

   for(%shell=0; %shell<%shellcount; %shell++)
   {
      %vector = %obj.getMuzzleVector(%slot);
      %objectVelocity = %obj.getVelocity();
      %vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
      %vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
      %velocity = VectorAdd(%vector1,%vector2);
      %x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
      %velocity = MatrixMulVector(%mat, %velocity);

      %p = new (%this.projectileType)()
      {
         dataBlock = %projectile;
         initialVelocity = %velocity;
         initialPosition = %obj.getMuzzlePoint(%slot);
         sourceObject = %obj;
         sourceSlot = %slot;
         client = %obj.client;
      };
      MissionCleanup.add(%p);
   }
   
   //shotgun blast projectile: only effective at point blank, sends targets flying off into the distance
   //
   //more or less represents the concussion blast. i can only assume such a thing exists because
   // i've never stood infront of a loving shotgun before
   ///////////////////////////////////////////////////////////

   %projectile = "shotgunBlastProjectile";
   
   %vector = %obj.getMuzzleVector(%slot);
   %objectVelocity = %obj.getVelocity();
   %vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
   %vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
   %velocity = VectorAdd(%vector1,%vector2);
   
   %p = new (%this.projectileType)()
   {
      dataBlock = %projectile;
      initialVelocity = %velocity;
      initialPosition = %obj.getMuzzlePoint(%slot);
      sourceObject = %obj;
      sourceSlot = %slot;
      client = %obj.client;
   };
   MissionCleanup.add(%p);
   return %p;
}

function HuntingShotgunImage::onMount(%this, %obj, %slot)
{   
   %obj.hidenode("RHand");
        %obj.hidenode("LHand");
}


function HuntingShotgunImage::onUnMount(%this, %obj, %slot)
{   
   %obj.unhidenode("RHand");
        %obj.unhidenode("LHand");
}


function HuntingShotgunImage::onReloadCheck(%this,%obj,%slot)
{
   if(%obj.toolAmmo[%obj.currTool] < %this.item.maxAmmo && %this.item.maxAmmo > 0 && %obj.getState() !$= "Dead")
      %obj.setImageAmmo(%slot,0);
   else
      %obj.setImageAmmo(%slot,1);
}

function HuntingShotgunImage::onReloaded(%this,%obj,%slot)
{
   %obj.toolAmmo[%obj.currTool]++;
}

there's basically no reason you guys should be praising HIM for the quality of this pack. he's basically a label, and space guy, me and yndaaa did all the loving work, so you people can stop treating him like he's a loving king on a pedestal now

if anyone you should be doing that to us
 :cookieMonster:
« Last Edit: May 08, 2010, 07:41:34 PM by Bushido »

if anyone you should be doing that to us

Hell yeah.

you do realize they basically are though, right
Yes, they may be copied and pasted. But so what? Everyone though they were great until they said U SOEL DIS ALL CEWL PEOEPL SAE HEE STOL DIS!!@#!!_$)89- and then everyone hated them.

Saying its bad becuase it uses your script is saying that your script is bad.

Yes, they may be copied and pasted. But so what? Everyone though they were great until they said U SOEL DIS ALL CEWL PEOEPL SAE HEE STOL DIS!!@#!!_$)89- and then everyone hated them.

Saying its bad becuase it uses your script is saying that your script is bad.

Its stealing, all that he really did is rename the guns.

His script isnt bad, but its a stolen script even though he gave credit.

People dont support stealing which is why the dont like it.

Comprende?

Yes, they may be copied and pasted. But so what? Everyone though they were great until they said U SOEL DIS ALL CEWL PEOEPL SAE HEE STOL DIS!!@#!!_$)89- and then everyone hated them.

Saying its bad becuase it uses your script is saying that your script is bad.

look, buddy

all i'm saying is that it just isn't right that this dude is getting this much attention over what other people made when it's obvious he did very little and (given his previous actions) is probably doing this just to gain the love, praise, attention, mojo, etc from people who are too ignorant to notice he did jackstuff

saying that there's no reason to be angry over this is like saying there's no reason to be angry at some guy ripping off your freeware: sure there's nothing legal backing it up but what's yours is yours and you still have the right to be pissed the forget off by it

on a side note i personally think rykuta needs to get the forget out. given his track record he's probably getting a high off of all the drama going on in this topic

-snip-
But why do we have to post our hate comments here? There is a drama topic.

I didnt say you shouldnt be pissed about it, but 20 pages of hate comments is pretty obnoxious, especially when there is a drama for it.

Besides, almost every weapon hear is linked back to Badspots original gun, but he dosent get pissed bout us using his script for almost every gun ever made. By flaming this says we should flame every gun ever made because it uses the same script as the gun.

If the fact that he copied and pasted it pisses you off so much you just HAVE to rage IM SOOOO MAD THAT RYKUTA USED MY SCRIPT RAGAHAGHAHG, then by all means do it, but post it in the drama.

So yes, he gets attention, but you have managed to destroy all the respect Rykuta ever had, so now you can feel that your personal mission is now accomplished. Congrats.


If you post somthing with a free download on the internet, things like this MUST be anticipated.
« Last Edit: May 08, 2010, 11:03:48 PM by Rookie »

-quote-

You always look at some big picture to get our minds off of Rykuta and make Bushido look bad, well he has a great point that i agree with.

all the respect Rykuta ever had

Silly, he never had any respect. He pulls stuff like this all the time.

You always look at some big picture to get our minds off of Rykuta and make Bushido look bad, well he has a great point that i agree with.
Im not taking sides here. I have a lot of respect for bushido and would never try to downgrade his reputation. What im saying is stop stuff posting in this topic and go to drama if it consers you that much, we dont want you to hold back your emotions, but leave it out this topic.

I realized that Rykuta attempted to steal the script.

But I also note all the people posting the same stuff for 20 pages strait. That enough damnit.

Silly, he never had any respect. He pulls stuff like this all the time.
Who the hell are you?
« Last Edit: May 08, 2010, 11:31:05 PM by Rookie »

When i download it, it doesnt have some of the weapons like the shotguns. and it doesnt show the hands for me.

   // 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.

...
[snipped out]
...
Also the entirety of the bit you 'snipped out' is the same as the Pump Shotgun down to the exact state names except for minor changes in the animation names and longer reload times.

i downloaded it and went on ticked it in the addons box and i went on my server i looked and it was not there i think is it because i got gravity cats firearms and that's got fn-Scar in and that fn-scar is not the same as this fn-scar any way i like L4D and :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: for you and my name on blockland is us-army-guy if you want v1 blockland heres the link for v1 blockland if you want v1 blockland its the old one i got it its good
http://games.on.net/file/9872/Return_To_Blockland_Full_Client_v1.045

i downloaded it and went on ticked it in the addons box and i went on my server i looked and it was not there i think is it because i got gravity cats firearms and that's got fn-Scar in and that fn-scar is not the same as this fn-scar any way i like L4D and :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: for you and my name on blockland is us-army-guy if you want v1 blockland heres the link for v1 blockland if you want v1 blockland its the old one i got it its good
http://games.on.net/file/9872/Return_To_Blockland_Full_Client_v1.045
O_o