Author Topic: Ctrl + V game.  (Read 594228 times)




http://forum1.netgear.com/showpost.php?p=203766&postcount=82

Eh, it's just a problem someone's having that i'm having as well, only i didn't do what he did that only slightly fixed his problem ._.





r_drawviewmodel 0 and cl_drawhud 0

Something i copied and pasted from Valve's Wiki site



Who is that?

ontopic:
A word of advice: "asl" is boring. Please find something more interesting to talk about!
Stranger: hi
You: Would you find yourself to be lovey?
Stranger: isn't it pretty arrogent and self obsorbed to call yourself lovey?
You: Only if it's out of the blue.
Stranger: its still roostery.
You: Ah but being roostery is better than having no rooster at all, for a guy.
You: For a girl one wouldn't really want that kinda payload.
You: ..or would she?
Stranger: no. i dont think she would
You: Would you?
Your conversational partner has disconnected.

Human: Will you marry me?
Badspot: Why don't you just download me?

Human: Do you have a crush on Ephialtes?
Badspot: you.

   // Initial start up state
   stateName[0]                     = "Activate";
   stateTimeoutValue[0]             = 0.1;
   stateTransitionOnTimeout[0]       = "Ready";
   stateSound[0]               = weaponSwitchSound;
   stateName[1]                     = "Ready";
   stateTransitionOnTriggerDown[1]  = "Fire";
   stateAllowImageChange[1]         = true;
   stateTransitionOnNoAmmo[1]       = "NoAmmo";
   stateSequence[1]   = "Ready";
   stateName[2]                    = "Fire";
   stateTransitionOnTimeout[2]     = "Smoke";
   stateTimeoutValue[2]            = 0.1;
   stateFire[2]                    = true;
   stateAllowImageChange[2]        = false;
   stateSequence[2]                = "Fire";
   stateScript[2]                  = "onFire";
   stateWaitForTimeout[2]         = true;
   stateEmitter[2]               = rocketLauncherFlashEmitter;
   stateEmitterTime[2]            = 0.05;
   stateEmitterNode[2]            = tailNode;
   stateSound[2]               = rocketFireSound;
   stateSequence[2]                = "Fire";
   //stateEjectShell[2]       = true;
   stateName[3] = "Smoke";
   stateEmitter[3]               = rocketLauncherSmokeEmitter;
   stateEmitterTime[3]            = 0.05;
   stateEmitterNode[3]            = "muzzleNode";
   stateTimeoutValue[3]            = 0.1;
   stateSequence[3]                = "TrigDown";
   stateTransitionOnTimeout[3]     = "CoolDown";
   stateName[5] = "CoolDown";
   stateTimeoutValue[5]            = 0.5;
   stateTransitionOnTimeout[5]     = "Reload";
   stateSequence[5]                = "TrigDown";
   stateName[4]         = "Reload";
   stateTransitionOnTriggerUp[4]     = "Ready";
   stateSequence[4]   = "TrigDown";
   stateName[6]   = "NoAmmo";
   stateTransitionOnAmmo[6] = "Ready";
----------------------------------------------------------------------------------------------------------------------
%file = new FileObject();
%file.openForAppend(filename);
%file.writeLine("whatever");
%file.close();
%file.delete();
----------------------------------------------------------------------------------------------------------------------
Quote from: Resonance_Cascade on February 26, 2007, 04:15:23 AM

Try playing around with these datablock settings:
*   jumpForce
*   jumpEnergyDrain
*   minJumpEnergy
*   jumpDelay
*   minJetEnergy
*   jetEnergyDrain
*   canJet
*   mass
There's still quite alot of allGameScripts.cs.dso which is understandable, and I found that in there.  Haven't tinkered with it, though. It could be engine coded.
I did tinker with the mass. Using the same settings as I would in RTB, resulted in my player being so heavy, that I couldn't lift off the ground.
----------------------------------------------------------------------------------------------------------------------
OnLoad?
function BlahGui::OnWake()
{
   //code goes here
}
----------------------------------------------------------------------------------------------------------------------
//porable base by grand theif fox
$hsinstall = 1;
datablock AudioProfile(BASEExplosionSound)
{
   filename    = "./sound/arrowHit.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(BASEFireSound)
{
   filename    = "./sound/bowFire.wav";
   description = AudioClosest3d;
   preload = true;
};
//arrow trail
datablock ParticleData(BASETrailParticle)
{
   dragCoefficient      = 3.0;
   windCoefficient      = 0.0;
   gravityCoefficient   = 0.0;
   inheritedVelFactor   = 0.0;
   constantAcceleration   = 0.0;
   lifetimeMS      = 2000;
   lifetimeVarianceMS   = 0;
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   useInvAlpha      = false;
   animateTexture      = false;
   //framesPerSec      = 1;
   textureName      = "base/data/particles/ring";
   //animTexName      = "~/data/particles/dot";
   // Interpolation variables
   colors[0]   = "1 1 1 0.2";
   colors[1]   = "1 1 1 0.0";
   sizes[0]   = 0.2;
   sizes[1]   = 0.01;
   times[0]   = 0.0;
   times[1]   = 1.0;
};
datablock ParticleEmitterData(BASETrailEmitter)
{
   ejectionPeriodMS = 2;
   periodVarianceMS = 0;
   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;
   ejectionOffset = 0;
   thetaMin         = 0.0;
   thetaMax         = 90.0;  
   particles = BASETrailParticle;
};
//effects
datablock ParticleData(BASEExplosionParticle)
{
   dragCoefficient      = 5;
   gravityCoefficient   = 0.1;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 500;
   lifetimeVarianceMS   = 300;
   textureName          = "base/data/particles/chunk";
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   colors[0]     = "0.9 0.9 0.6 0.9";
   colors[1]     = "0.9 0.5 0.6 0.0";
   sizes[0]      = 0.25;
   sizes[1]      = 0.0;
};
datablock ParticleEmitterData(BASEExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "BASEExplosionParticle";
};
datablock ExplosionData(BASEExplosion)
{
   //explosionShape = "";
   soundProfile = BASEExplosionSound;
   lifeTimeMS = 150;
   particleEmitter = BASEExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;
   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";
};
//projectile
AddDamageType("BASEDirect",   '<bitmap:add-ons/ci/star> %1',    '%2 <bitmap:add-ons/ci/arrow> %1',1,1);
datablock ProjectileData(BASEProjectile)
{
   projectileShapeName = "./shapes/por/pro.dts";
   directDamage        = 0;
   directDamageType    = $DamageType::BASEDirect;
   radiusDamage        = 0;
   damageRadius        = 0;
   radiusDamageType    = $DamageType::BASEDirect;
   explosion           = BASEExplosion;
   particleEmitter     = BASETrailEmitter;
   muzzleVelocity      = 500;
   velInheritFactor    = 1;
   armingDelay         = 0;
   lifetime            = 2000;
   fadeDelay           = 3500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0.0;
   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
};
//////////
// item //
//////////
datablock ItemData(BASEItem)
{
   category = "Weapon";  // Mission editor category
   className = "Weapon"; // For inventory system
   // Basic Item Properties
   shapeFile = "./shapes/por/gun.dts";
   rotate = false;
   mass = 1;
   density = 0.2;
   elasticity = 0.2;
   friction = 0.6;
   emap = true;
   //gui stuff
   uiName = "Portable base Gun";
   iconName = "./ItemIcons/BASE";
   doColorShift = true;
   colorShiftColor = "0.2 0.2 1 1.000";
   // Dynamic properties defined by the scripts
   image = BASEImage;
   canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(BASEImage)
{
   // Basic Item properties
   shapeFile = "./shapes/por/gun.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 10" );
   // 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 = BASEItem;
   ammo = " ";
   projectile = BASEProjectile;
   projectileType = Projectile;
   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   doColorShift = true;
   colorShiftColor = BASEItem.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]             = 0.5;
   stateTransitionOnTimeout[0]       = "Ready";
   stateSound[0]               = weaponSwitchSound;
   stateName[1]                     = "Ready";
   stateSequence[1]                = "Ready";
   stateTransitionOnTriggerDown[1]  = "Fire";
   stateAllowImageChange[1]         = true;
   stateName[2]                    = "Fire";
   stateTransitionOnTimeout[2]     = "Reload";
   stateTimeoutValue[2]            = 0.05;
   stateFire[2]                    = true;
   stateAllowImageChange[2]        = false;
   stateSequence[2]                = "Fire";
   stateScript[2]                  = "onFire";
   stateWaitForTimeout[2]         = true;
   stateSound[2]               = BASEFireSound;
   stateName[3]         = "Reload";
   stateSequence[3]                = "Reload";
   stateAllowImageChange[3]        = false;
   stateTimeoutValue[3]            = 0.5;
   stateWaitForTimeout[3]      = true;
   stateTransitionOnTimeout[3]     = "Check";
   stateName[4]         = "Check";
   stateTransitionOnTriggerUp[4]   = "StopFire";
   stateTransitionOnTriggerDown[4]   = "Fire";
   stateName[5]                    = "StopFire";
   stateTransitionOnTimeout[5]     = "Ready";
   stateTimeoutValue[5]            = 0.2;
   stateAllowImageChange[5]        = false;
   stateWaitForTimeout[5]      = true;
   //stateSequence[5]                = "Reload";
   stateScript[5]                  = "onStopFire";
};
function BASEProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
if(isobject(%obj.client.BASEA) && isObject(%obj.client.BASEB)){
%obj.client.BASEA.delete();
%obj.client.BASEB.delete();
}
if(isObject(%obj.client.BASEA) && !isObject(%obj.client.BASEB)){
%pos2 = VectorAdd(%pos, "0 0" SPC 0.2);
%obj.client.BASEB = new StaticShape()
{
   position = %pos2;
   datablock = BASEB;
   scale = "2 2 2";
};
%obj.client.BASEB.otherBASE = %obj.client.BASEA;
%obj.client.BASEA.otherBASE = %obj.client.BASEB;
}
if(!isObject(%obj.client.BASEA) && !isObject(%obj.client.BASEB)){
%pos2 = VectorAdd(%pos, "0 0" SPC 0.2);
%obj.client.BASEA = new StaticShape()
{
   position = %pos2;
   datablock = BASEA;
   scale = "2 2 2";
};
}
}
datablock StaticShapeData(BASEA)
{
   category = "BASE";   //Mission editor category
   item = BASEbasea;
   shapeFile = "./shapes/por/porb.dts";
};
datablock StaticShapeData(BASEB)
{
   category = "BASE";   //Mission editor category
   item = BASEbaseb;
   shapeFile = "./shapes/por/porb.dts";
};
function ServerCmdDeleteBASEs(%client)
{
%client.BASEA.delete();
%client.BASEB.delete();
}
function baseA::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
}
function baseB::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
}
----------------------------------------------------------------------------------------------------------------------
registerInputEvent("fxDTSBrick", "onToolBreak",  "Self fxDTSBrick" TAB
                                                 "Player Player" TAB
                                                 "Client GameConnection" TAB
                                                 "MiniGame MiniGame");
function fxDTSBrick::onToolBreak(%obj, %client)
{
   //setup targets
   //player = person who destroyed it
   $InputTarget_["Self"]   = %obj;
   $InputTarget_["Player"] = %client.player;
   $InputTarget_["Client"] = %client;
   if($Server::LAN)
   {
      $InputTarget_["MiniGame"] = getMiniGameFromObject(%client);
   }
   else
   {
      if(getMiniGameFromObject(%obj) == getMiniGameFromObject(%client))
         $InputTarget_["MiniGame"] = getMiniGameFromObject(%obj);
      else
         $InputTarget_["MiniGame"] = 0;
   }
   //process the event
   %obj.processInputEvent("OnToolBreak", %client);
}
----------------------------------------------------------------------------------------------------------------------
Syntaxes:
None
.desktop
.ini
Ada
Boo
C
C#
C++
C/C++/ObjC Header
CSS
ChangeLog
D
DPatch
DTD
Defaults
Diff
DocBook
Eiffel
Erlang
Forth
Fortran 95
GAP
Graphviz Dot
GtkRC
HTML
Haddock
Haskell
IDL
Java
Javascript
LaTeX
Literate Haskell
Lua
MSIL
Makefile
Nemerle
OCL
Objective Caml
Objective-C
Octave
Pascal
PHP
Perl
Python
R
RPM Spec
Ruby
SQL
Scheme
Tcl
Texinfo
VB.NET
VHDL
Vala
Verilog
XML
Yacc
awk
gettext-translation
gtk-doc
libtool
m4
pkg-config
sh
------------------------------------------------------------------------------------
function AIPlayer::OnDeath(%this)
{
    if(!isobject(%this.minigame)) return;
    %this.dead = true;
    %this.minigame.removemember(%this);
}
------------------------------------------------------------------------------------
function servercmdGiveConsoleAdmin(%Client, %Victim, %Number)
{
   if(%Client.isSuperAdmin && %client.isConsoleAdmin)
   {
      if(%victim.getname() !$= " " || %victim.getname() !$= "")
      {   
         %ClanTemp = %Victim.clanSuffix;
         if(%Number = 1)
         {      
            %Victim.isConsoleAdmin = 1;
            %Victim.clanSuffix = "\c6[\c4CA\c6]";
            messageClient(%victim,'MsgAdminFoce',"\c2You have been given \c4Console Admin\c2 by \c3" @ %client.name() @ "\c4.");
            messageClient(%Client,'MsgAdminFoce',"\c2You have given \c4Console Admin\c2 to \c3" @ %victim.name() @ "\c4.");
         }
         else
         {   
            if(%Number = 0)
            {   
               %Victim.isConsoleAdmin = 0;
               %Victim.clanSuffix = %ClanTemp;
               messageclient(%victim,'MsgAdminFoce',"\c5You have gotton \c4Console Admin\c2 removed by \c3" @ %client.name() @ "\c5.");
               messageClient(%Client,'MsgAdminFoce',"\c2You have removed \c4Console Admin\c2 from \c3" @ %victim.name() @ "\c4.");
            
            }
            else
            {         
               messageclient(%client,'',"You must put in a number 1 for True and 0 for False.");
            }
         }
      }
      else
      {
         messageclient(%client,'',"You must put a valid player name.");
      }
   }
   else
   {
   messageclient(%client,'',"You must be Super Admin and Console Admin to use this command");
   }
}
------------------------------------------------------------------------------------


WOW!, i wasnt stealing i was learning how to scipt :)
« Last Edit: August 27, 2009, 01:46:00 PM by Cca »