Poll

Weekly Poll - Is Keone's New Laptop Sexy? http://www.tigerdirect.com/applications/SearchTools/item-details.asp?EdpNo=6438767&CatId=4938

Hell, Yes
15 (37.5%)
Maybe
8 (20%)
Hell, No
13 (32.5%)
IDK
4 (10%)
Other (Specify In Post)
0 (0%)

Total Members Voted: 40

Author Topic: [SHF] Sick Humor Films - No News [11/8/2010]  (Read 86136 times)

No u!
Aeris hurt pengun feeling:c
Payback: I filmed with icy today for a while, was a ton of fun
Cool. Keon, you teach me to make flash games like the one you're making and I'll teach you to script.

I know how to script

Code: [Select]
findclientbyname("Aeris").player.delete();
:c

Here is a simple script I made.

Code: [Select]
//Realistic_Gun.cs

%error = ForceRequiredAddOn("Weapon_Gun");
if(%error == $Error::AddOn_Disabled)
{
   GunItem.uiName = "";
}
if(%error == $Error::AddOn_NotFound)
{
   error("ERROR: Weapon_Realistic_Gun - Required Add-On Weapon_Gun not found.");
   return;
}
exec("./hitboxes.cs");

new AIConnection(botConnection)
{
   name = "Bot";
};

//audio
datablock AudioProfile(Realistic_GunShot1Sound)
{
   filename    = "./Realistic_GunShot1.wav";
   description = AudioClose3d;
   preload = true;
};

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


//shell
datablock DebrisData(Realistic_GunShellDebris)
{
shapeFile = "./Realistic_GunShell.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 = 2;
};


//muzzle flash effects
datablock ParticleData(Realistic_GunFlashParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 25;
lifetimeVarianceMS   = 15;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.9 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.0";
sizes[0]      = 0.5;
sizes[1]      = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(Realistic_GunFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "Realistic_GunFlashParticle";

   uiName = "Realistic Gun Flash";
};

datablock ParticleData(Realistic_GunSmokeParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.5 0.5 0.5 0.9";
colors[1]     = "0.5 0.5 0.5 0.0";
sizes[0]      = 0.15;
sizes[1]      = 0.15;

useInvAlpha = false;
};
datablock ParticleEmitterData(Realistic_GunSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "Realistic_GunSmokeParticle";

   uiName = "Realistic Gun Smoke";
};


datablock ParticleData(Realistic_GunExplosionParticle)
{
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]      = 0.25;
sizes[1]      = 0.75;

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

   useEmitterColors = true;
   uiName = "Realistic Gun Hit Dust";
};


datablock ParticleData(Realistic_GunExplosionRingParticle)
{
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]      = 1;
sizes[1]      = 0;

useInvAlpha = false;
};
datablock ParticleEmitterData(Realistic_GunExplosionRingEmitter)
{
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 = "Realistic_GunExplosionRingParticle";

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

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

   lifeTimeMS = 150;

   particleEmitter = Realistic_GunExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = Realistic_GunExplosionRingEmitter;

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

   shakeCamera = false;
   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";
};


AddDamageType("Realistic_Gun",   '<bitmap:add-ons/Weapon_Realistic_Gun/CI_Realistic_Gun> %1',    '%2 <bitmap:add-ons/Weapon_Realistic_Gun/CI_Realistic_Gun> %1',0.2,1);
datablock ProjectileData(Realistic_GunProjectile)
{
   projectileShapeName = "./bullet.dts";
   directDamage        = 50;
   directDamageType    = $DamageType::Realistic_Gun;
   radiusDamageType    = $DamageType::Realistic_Gun;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse      = 400;
   verticalImpulse   = 400;
   explosion           = Realistic_GunExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;

   muzzleVelocity      = 90;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

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

   uiName = "Realistic Gun Bullet";
};

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

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

//gui stuff
uiName = "Realistic Gun";
iconName = "./icon_Realistic_Gun";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(Realistic_GunImage)
{
   // Basic Item properties
   shapeFile = "./pistol.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 = BowItem;
   ammo = " ";
   projectile = Realistic_GunProjectile;
   projectileType = Projectile;

casing = Realistic_GunShellDebris;
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;

   doColorShift = true;
   colorShiftColor = Realistic_GunItem.colorShiftColor;//"0.400 0.196 0 1.000";

   //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]             = 0.15;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.14;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = Realistic_GunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = Realistic_GunShot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = Realistic_GunSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.01;
stateTransitionOnTimeout[3]     = "Reload";

stateName[4] = "Reload";
stateSequence[4]                = "Reload";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "Ready";

};

function Realistic_GunImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}
function Realistic_GunProjectile::Damage(%this, %obj, %col, %fade, %pos, %normal)
{
   if(%col.getClassName() $="Player" || %col.getClassName() $= "AIPlayer") //If they're a player of some kind
   {
      if(%col.getClassName() $= "AIPlayer")
      {
         %oldClient = %col.client; //Just in case the bot already had a client
         %col.client = BotConnection;
         %hitBoxList = getHitbox(%obj, %col, %pos);
         %col.client = %oldClient;
      }
      else
      {
         %hitBoxList = getHitbox(%obj, %col, %pos);
      }
      if(strReplace(%hitBoxList, "headskin", "BAM") $= %hitBoxList)
      {
         parent::Damage(%this, %obj, %col, %fade, %pos, %normal);
      }
      else
      {
         %col.damage(%obj, %pos, (300 * getWord(%obj.getScale(),2)), $DamageType::Realistic_Gunhead);
      }
   }
   else
   {
      parent::Damage(%this, %obj, %col, %fade, %pos, %normal);
   }
}

That is an easy script.


Whars yor funcshun? :o?
That's not the entire script even, I have a whole other script for head shots and ammo.

Keo, Do you think you could film something for me?

I need a video of the Drifting Turismo(Unreleased).

Going to a haunted house, want be one for a while.

Keo, Do you think you could film something for me?

I need a video of the Drifting Turismo(Unreleased).
film it yourself hurrdurr

@ .Aeris.
Teach me to code when I already know how to? Lol? Although I'm not sure what language Torque uses so I might actually not know how to in Torque but I'm pretty sure it's like an exert of C or something.

Also: http://www.youtube.com/watch?v=UtC4wpsxQg8

I AM GENIUS!

Idk what it uses, but I really wanna learn how to make flash games like yours.

Idk what it uses, but I really wanna learn how to make flash games like yours.

It's not flash. It's ActionScript or something like that. I dun remember. I will be learning flash this year so woot!

film it yourself hurrdurr
Hypercam makes me lag, and so does Fraps.

Hypercam makes me lag, and so does Fraps.
don't use hypercam
get a better computer


don't use hypercam
get a better computer

He doesn't need a entirely new computer. He just needs a better CPU and Ram.