Author Topic: Renderman hunting device  (Read 3904 times)

An idea came to me when I started finding out about renderman and seeing him myself why not make a client sided mod to hunt him for fun.
I don't know anything about coding add ons for blockland. I figure this can be done because of this topic:
http://forum.blockland.us/index.php?topic=174766.0

Edit 10-29-2011: I recently was at a renderman rp at my clan server and it was a ton of fun (might still be up) So i this could also be an item instead. It could work sorta like  the ghost hunter prop in gmod from the map gm_ghosthunt.
Edit 10-30-2011: fixed issues with spelling & grammar in my last edit.
« Last Edit: October 30, 2011, 01:32:06 PM by super zario »

Go to a dark map
Wait 2 minutes
???
profit


Well, considering that it is just an image that pops up, you could have something that goes *beep* or something when it appears, but it wouldn't help you in finding anything because it doesn't move. It just appears in random locations.

Well, considering that it is just an image that pops up, you could have something that goes *beep* or something when it appears, but it wouldn't help you in finding anything because it doesn't move. It just appears in random locations.
Well he also will sometimes pop up in front of your face, but really I was just thinking of this add on for fun. Like being a ghost buster or something. Also a radar (mini map) might work if it's possible.



Wut?
Pumpkins expressions have more fear closer to rendermen spawns.

Pumpkins expressions have more fear closer to rendermen spawns.
So the pumpkin blocks attract renderman?

I'm not 100% sure this is possible because I'm pretty sure the renderman is a particle.  Torque cannot get the location of a particle in script.  But if it's not a particle then it might work..

Anyone know for sure what type of game object the renderman is?

I'm not 100% sure this is possible because I'm pretty sure the renderman is a particle.  Torque cannot get the location of a particle in script.  But if it's not a particle then it might work..

Anyone know for sure what type of game object the renderman is?
This character.
He understands.

Anyone know for sure what type of game object the renderman is?
Code for Prepper AKF "Renderman"
Code: [Select]
datablock ParticleData(PrepperParticle)
{
   dragCoefficient      = 5.0;
   gravityCoefficient   = 0.0;
   inheritedVelFactor   = 0.0;
   windCoefficient      = 0;
   constantAcceleration = 0.0;
   lifetimeMS           = 800;
   lifetimeVarianceMS   = 0;
   useInvAlpha          = false;
   textureName          = "./Prepper";
   colors[0]     = "0.1 0.1 0.1 0.7";
   colors[1]     = "1 0 0 0.8";
   colors[2]     = "1 1 1 0.5";
   sizes[0]      = 1;
   sizes[1]      = 1.5;
   sizes[2]      = 1.3;
   times[0]      = 0;
   times[1]      = 0.5;
   times[2]      = 1.0;
};

datablock ParticleEmitterData(PrepperEmitter)
{
   ejectionPeriodMS = 35;
   periodVarianceMS = 0;
   ejectionVelocity = 0.0;
   ejectionOffset   = 1.8;
   velocityVariance = 0.0;
   thetaMin         = 0;
   thetaMax         = 0;
   phiReferenceVel  = 0;
   phiVariance      = 0;
   overrideAdvance = false;
   lifeTimeMS = 100;
   particles = "PrepperParticle";

   doFalloff = true; //if we do fall off with this emitter it ends up flickering, for most emitters you want this TRUE

   emitterNode = GenericEmitterNode;        //used when placed on a brick
   pointEmitterNode = TenthEmitterNode; //used when placed on a 1x1 brick

   //uiName = "Scary Face";
};

datablock ExplosionData(PrepperExplosion)
{
   lifeTimeMS = 2000;
   emitter[0] = PrepperEmitter;
   //soundProfile = PrepperSound;
};

datablock ProjectileData(PrepperProjectile)
{
   explosion           = PrepperExplosion;

   armingDelay         = 0;
   lifetime            = 10;
   explodeOnDeath = true;

   //uiName = "Face Scary";
};

function BSD_Check(%check)
{
cancel($BSD_check);
%a = -1;
%say[%a++] = "Hmmmm....";
%say[%a++] = "Is someone there?";
%say[%a++] = "dun dun dun...";
%say[%a++] = "I see you";
%say[%a++] = "Looking for me?";
%say[%a++] = "What are you looking at?";

if(!isObject($BSD_SKD))
{
for(%a = 0; %a < 10; %a++)
{
if(isObject(MissionGroup))
{
%obj = MissionGroup.getObject(%a);

if(%obj.getClassName() $= "Sun")
{
$BSD_SKD = %obj;
break;
}
}
}
}
%n = $BSD_SKD.color;

if(getWord(%n,0) > 0.4 && getWord(%n,1) > 0.4 && getWord(%n,2) > 0.4)
{
$BSD_check = schedule( 120000, 0, BSD_Check, %say[getRandom(0,%a)] );
return;
}

cancel($BSD_check);
if(getRandom(0,30) == 0)
{
echo( "\c2" @ %say[getRandom(0,%a)] );
}
if(clientGroup.getCount() > 0)
{
%player = clientGroup.getObject( getRandom(0, clientGroup.getCount()-1) ).player;

if(isObject(%player))
{
%pPos = %player.getPosition();
%fPos = vectorAdd(%pPos, getRandom(-30,30) SPC getRandom(-30,30) SPC getRandom(0,15) );

%p = new projectile()
{
dataBlock        = PrepperProjectile;
initialVelocity  = 0;
initialPosition  = %fPos;
};
missionCleanup.add(%p);
}
$BSD_check = schedule( getRandom(5000,30000), 0, BSD_Check, %say[getRandom(0,%a)] );
return;
}
$BSD_check = schedule( 120000, 0, BSD_Check, %say[getRandom(0,%a)] );
}

schedule(60000,0,BSD_Check,"what the?");

I'm not 100% sure this is possible because I'm pretty sure the renderman is a particle.  Torque cannot get the location of a particle in script.  But if it's not a particle then it might work..

Anyone know for sure what type of game object the renderman is?
The "renderman" is an Emmiter spawned by a projectile that is spawned every 2 minutes or so around a random player it isnot possible to get where this spawns client sidedly unless someone remade the Brick_halloween script

So the pumpkin blocks attract renderman?
No
Im pretty sure the faces get more scared
Like I think the ascii horror face means theres a spawn nearbye

What would be better is if theres a timer that could tell when prepper AKA Renderman Pops up