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Total Members Voted: 129

Author Topic: Herb Productions Inc. Mod Topic Tactical Weapons Updates Revealed PG.42  (Read 105629 times)

I smell a national socialist zombies gamemode coming soon...
I dont :D

I dont :D

D:

I'll make Kino Der Toten and possibly Der Reise if someone will script the game mode lol

The only wunderwaffe I want to see in Blockland is the Landkreuzer and we all know that that is just WAY to big and OP, that its just not gonna happen.

D:

I'll make Kino Der Toten and possibly Der Reise if someone will script the game mode lol
I dont think it's possible.

I dont think it's possible.

What? I already made the Lobby, the room in between the Lobby and the Alley, the Alley, and the room between the Lobby and the Stakeout room using bricks.

But I would make it in Torque Constructor, and it would look legit. Then the teleporting, buying stuff, and barriers and all that would be bricks you must event and add.

What? I already made the Lobby, the room in between the Lobby and the Alley, the Alley, and the room between the Lobby and the Stakeout room using bricks.

But I would make it in Torque Constructor, and it would look legit. Then the teleporting, buying stuff, and barriers and all that would be bricks you must event and add.
I meant the script.

Awesome!! Would you please make a wunderwaffe? Pleeeeeeeease?

No RTB due to Ephi making up errors that arent even real.
« Last Edit: March 08, 2011, 04:43:29 PM by _Dark_ »

I can make the CI and Icon if you want, just PM me..

No RTB due to Ephi making up errors that arent even real.
what errors


what errors
He says it overrides the horse ray and it isnt even true. I've tested this on multiple computers and it doesnt. I'll even try again. Theres more stupid stuff about the script. The sound being a stereo I guese I am willing to fix.

He says it overrides the horse ray and it isnt even true. I've tested this on multiple computers and it doesnt. I'll even try again. Theres more stupid stuff about the script. The sound being a stereo I guese I am willing to fix.
uh, he's right :|
Quote from: Raygun.cs
datablock ParticleData(horseRayTrailParticle)
{
   dragCoefficient      = 3;
   gravityCoefficient   = -0.0;
   inheritedVelFactor   = 0.0;
   constantAcceleration = 0.0;
   lifetimeMS           = 300;
   lifetimeVarianceMS   = 55;
   textureName          = "base/data/particles/thinRing";
   spinSpeed      = 10.0;
   spinRandomMin      = -500.0;
   spinRandomMax      = 500.0;
   colors[0]     = "0.0 0.9 0.1 0.4";
   colors[1]     = "0.1 0.9 0.0 0.4";
   colors[2]     = "0.1 0.9 0.0 0.0";
   sizes[0]      = 0.0;
   sizes[1]      = 1.0;
   sizes[2]      = 0.0;

   times[0] = 0;
   times[1] = 0.3;
   times[2] = 1;

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

   uiName = "Horse Ray Trail";
};

AddDamageType("RayGun",   '<bitmap:base/client/ui/CI/generic> %1',    '%2 <bitmap:base/client/ui/CI/generic> %1',0.2,1);
datablock ProjectileData(RaygunProjectile)
{
   projectileShapeName = "base/data/shapes/empty.dts";
   directDamage        = 100;
   directDamageType    = $DamageType::RayGun;
   radiusDamageType    = $DamageType::RayGun;

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

   impactImpulse     = 000;
   verticalImpulse  = 100;
   explosion           = horseRayExplosion;
   bloodExplosion        = horseRayExplosion;
   particleEmitter       = horseRayTrailEmitter;
   explodeOnPlayerImpact = true;
   explodeOnDeath        = false;


   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 = "Raygun Laser";
« Last Edit: March 08, 2011, 01:40:40 PM by NEkram »

I demand you make a full national socialist zombies gamemode of weapons.

uh, he's right :|
So basicly I would just remove the Horse Ray explosion thingy? I see the issue now, the explosion was deleted from the script. So it can't find the datablock.
I demand you make a full national socialist zombies gamemode of weapons.
My god do some of you morons understand? IT'S NOT POSSIBLE. JESUS CHRIST QUIT ASKING ME!

Edit: Bugs are being fixed. V3 is coming. Getting a CI and UI.
« Last Edit: March 08, 2011, 05:04:52 PM by _Dark_ »