Author Topic: another tf2 pack request  (Read 457 times)

i've saw a tf2 pack from i guess version 9  with the spy revolver the soldiers rocket L a regular disguise kit not just a white stick where you click and type a number made by regulith does anyone have a link to download the items from that version heres the link to the topic i was talking about

http://forum.blockland.us/index.php?topic=51696.75  if the link dont work idk why but just type it in your link box so you know what im talking about if it dont work (just saying) 

but if you happen to know the link please tell me cause i really need better weapons for my tf2 server instead of useing a dan wesson for the spys revolver its to strong and a better rocket L so thanks

1 //printGun
2 datablock itemData(tf2_buildPDAItem)
3 {
4 category = "item";
5 equipment = true;
6
7 uiName = "Building PDA";
8 iconName = "base/client/ui/brickIcons/45 Ramp 2x Print";
9 doColorShift = true;
10 colorShiftColor = "0.2 0.2 0.2 1";
11
12 shapeFile = "base/data/shapes/printGun.dts";
13 emap = false;
14 mass = 1;
15 density = 0.2;
16 elasticity = 0.2;
17 friction = 0.6;
18
19 image = tf2_buildPDAImage;
20 canDrop = true;
21 };
22
23 datablock shapeBaseImageData(tf2_buildPDAImage)
24 {
25 className = "weaponImage";
26 item = tf2_buildPDAItem;
27
28 shapeFile = tf2_buildPDAItem.shapeFile;
29 emap = tf2_buildPDAItem.emap;
30 doColorShift = tf2_buildPDAItem.doColorShift;
31 colorShiftColor = tf2_buildPDAItem.colorShiftCo lor;
32
33 mountPoint = 0;
34 offset = "0 -0.05 0";
35 //rotation = "0 1 0 180";
36 rotation = "0 0 0 180";
37 eyeOffset = "0.7 1.2 -0.8";
38 //eyeRotation = "0 1 0 180";
39 eyeRotation = "0 0 0 180";
40
41 correctMuzzleVector = false;
42
43 melee = true;
44 armReady = true;
45
46 stateName[0] = "activate";
47 stateTimeoutValue[0] = 0.5;
48 stateTransitionOnTimeout[0] = "ready";
49
50 stateName[1] = "ready";
51 stateTransitionOnTriggerDown[1] = "fire";
52 stateAllowImageChange[1] = true;
53
54 stateName[2] = "fire";
55 stateTransitionOnTriggerUp[2] = "ready";
56 stateScript[2] = "onFire";
57 };
58
59 function tf2_buildPDAImage::onUnmount(%this,%obj,%slot)
60 {
61 if(!%obj.client.player.hasDisguisedWeapon)
62 {
63 commandToClient(%obj.client,'centerPrint',"",0.001);
64 %obj.client.listenForBuildType = 0;
65 }
66 }
67
68 function tf2_buildPDAImage::onMount(%this,%obj,%slot)
69 {
70 if(!isObject(%cl = %obj.client))
71 return;
72 if(!%obj.client.player.hasDisguisedWeapon)
73 {
74 commandToClient(%cl,'centerPrint',"\c6Enter one of the following build types in chat to build:<br>\c6Sentry (130 metal) - Dispenser (100 metal) - TeleporterEntrance (125 metal) - TeleporterExit (125 metal)");
75 %cl.listenForBuildType = 1;
76 }
77 }
 that could work for a pda server cs
Destroy PDA
1 //printGun
2 datablock itemData(tf2_demolishPDAItem)
3 {
4 category = "item";
5 equipment = true;
6
7 uiName = "Demolish PDA";
8 iconName = "base/client/ui/brickIcons/45 Ramp 2x Print";
9 doColorShift = true;
10 colorShiftColor = "0.2 0.2 0.2 1";
11
12 shapeFile = "base/data/shapes/printGun.dts";
13 emap = false;
14 mass = 1;
15 density = 0.2;
16 elasticity = 0.2;
17 friction = 0.6;
18
19 image = tf2_destroyImage;
20 canDrop = true;
21 };
22
23 datablock shapeBaseImageData(tf2_destroyPDAImage)
24 {
25 className = "weaponImage";
26 item = tf2_demolishPDAItem;
27
28 shapeFile = tf2_demolishPDAItem.shapeFile;
29 emap = tf2_demolishPDAItem.emap;
30 doColorShift = tf2_demolishPDAItem.doColorSh ift;
31 colorShiftColor = tf2_demolishPDAItem.colorShif tColor;
32
33 mountPoint = 0;
34 offset = "0 -0.05 0";
35 //rotation = "0 1 0 180";
36 rotation = "0 0 0 180";
37 eyeOffset = "0.7 1.2 -0.8";
38 //eyeRotation = "0 1 0 180";
39 eyeRotation = "0 0 0 180";
40
41 correctMuzzleVector = false;
42
43 melee = true;
44 armReady = true;
45
46 stateName[0] = "activate";
47 stateTimeoutValue[0] = 0.5;
48 stateTransitionOnTimeout[0] = "ready";
49
50 stateName[1] = "ready";
51 stateTransitionOnTriggerDown[1] = "fire";
52 stateAllowImageChange[1] = true;
53
54 stateName[2] = "fire";
55 stateTransitionOnTriggerUp[2] = "ready";
56 stateScript[2] = "onFire";
57 };
58
59 function tf2_destroyPDAImage::onUnmount(%this,%obj,%slot)
60 {
61 if(!%obj.client.player.hasDisguisedWeapon)
62 {
63 commandToClient(%obj.client,'centerPrint',"",0.001);
64 %obj.client.listenForDestroyType = 0;
65 }
66 }
67
68 function tf2_destroyPDAImage::onMount(%this,%obj,%slot)
69 {
70 if(!isObject(%cl = %obj.client))
71 return;
72 if(!%obj.client.player.hasDisguisedWeapon)
73 {
74 commandToClient(%cl,'centerPrint',"\c6Enter one of the following build types in chat to destroy it:<br>\c6Dispenser - TeleporterEntrance - TeleporterExit<br>\c7Currently sentries are not supported. :(");
75 %cl.listenForDestroyType = 1;
76 }
77 }
Electro Sapper NOTE: all of these all from block bastion website
1 datablock itemData(tf2_sapperItem)
2 {
3 category = "item";
4 equipment = true;
5
6 uiName = "Electro Sapper";
7 iconName = "base/client/ui/avatarIcons/accent/visor";
8 doColorShift = true;
9 colorShiftColor = "0.3 0.3 0.3 1";
10
11 shapeFile = "base/data/shapes/brickWeapon.dts";
12 emap = false;
13 mass = 1;
14 density = 0.2;
15 elasticity = 0.2;
16 friction = 0.6;
17
18 image = tf2_sapperImage;
19 canDrop = true;
20 };
21
22 datablock shapeBaseImageData(tf2_sapperImage)
23 {
24 className = "weaponImage";
25 item = tf2_sapperItem;
26
27 shapeFile = tf2_sapperItem.shapeFile;
28 emap = tf2_sapperItem.emap;
29 doColorShift = tf2_sapperItem.doColorShift;
30 colorShiftColor = tf2_sapperItem.colorShiftColo r;
31
32 mountPoint = 0;
33 offset = "0 -0.05 0";
34 rotation = "0 1 0 180";
35 eyeOffset = "0.7 1.2 -0.8";
36 eyeRotation = "0 1 0 180";
37
38 correctMuzzleVector = false;
39
40 melee = true;
41 armReady = true;
42
43 stateName[0] = "activate";
44 stateTimeoutValue[0] = 0.5;
45 stateTransitionOnTimeout[0] = "ready";
46
47 stateName[1] = "ready";
48 stateTransitionOnTriggerDown[1] = "fire";
49 stateAllowImageChange[1] = true;
50
51 stateName[2] = "fire";
52 stateTransitionOnTriggerUp[2] = "ready";
53 stateScript[2] = "onFire";
54 };
55
56 function tf2_sapperImage::onFire(%this,%obj,%slot)
57 {
58 if(!isObject(%cl = %obj.client))
59 return;
60 if(!isObject(%pl = %cl.player))
61 return;
62
63 %l=VectorAdd(%pl.getEyePoint(), VectorScale(%pl.getEyeVector(),10));
64 %raycast=containerRaycast(%pl.getEyePoint(), %l, $TypeMasks::PlayerObjectType, %pl);
65
66 if(!isObject(%build = firstWord(%raycast)))
67 return;
68 if(!isObject(%build.sentryOwner))
69 return;
70 if(%build.beingSapped)
71 return;
72 if(%build.bb_team !$= %cl.bb_team)
73 %build.startSap(%cl);
74 }
75
76
77 function SimObject::startSap(%this,%cl)
78 {
79 if(strLen(%this.dataBlock) && %this.dataBlock $= "playerSentryBottom")
80 %obj = %this.sentryTop;
81 else
82 %obj = %this;
83 if(%obj.beingSapped)
84 return;
85 %obj.beingSapped = true;
86 %obj.spySapping = %cl;
87 %obj.sapperHealth = 2;
88 if(%obj.dataBlock $= "playerSentryTop")
89 serverCmdMessageSent(%obj.sentryOwner @ "VOICE","\c6Spy sappin' my sentry!");
90 else
91 serverCmdMessageSent(%obj.owner @ "VOICE","\c6Spy sappin' my "@strLwr(%obj.bb_type)@"!");
92 %obj.schedule(500,sapTick);
93 }
94 function SimObject::stopSap(%this)
95 {
96 cancel(%this.sapTick);
97 %this.beingSapped = false;
98 %this.sapperHealth = 0;
99 }
100 function SimObject::sapTick(%this)
101 {
102 cancel(%this.sapTick);
103 if(!%this.beingSapped)
104 return;
105 %this.addHealth(-25);
106 %this.sapTick = %this.schedule(1000,sapTick);
107 }
« Last Edit: May 21, 2011, 12:34:13 PM by MonkeyFunkyMonkey »