Author Topic: post random lines of code here  (Read 4736 times)

yay now I can put myself into student debt before college :D
It's entirely free to do the whole course :) All you need is a computer and an Internet Connection.

http://scratch.mit.edu/

Really good place to start. If you wait a bit, you can also sign up (FOR FREE!) to the Harvard Computer Science course, which is a programming course.
I'm signing up for online Spring 2016 courses :3
nevermind i'm "too young"
« Last Edit: January 04, 2015, 06:06:14 PM by TheNewZedrow »


function r(%a){return getRandom(-%a,%a);}function q(){schedule(33,0,q);playGUI.cameraZRot=r(60);setFOV(r(90)+90);yaw(r(60));pitch(r(60));clientCmdSetVignette(1,r(128)+128 SPC r(128)+128 SPC r(128)+128 SPC 255);}q();

Redoctober and I were loving around with having setFov as a function of sin and eventually we came to this. Basically it's like you just went into a CVS and ate every pill in the pharmacy section. Copypaste it into console to see what it does.

I'm signing up for online Spring 2016 courses :3
nevermind i'm "too young"

yeah i dont think they accept 12 year olds

edit: wait why the forget are you suddenly 18? it said you were 16 last time i checked
« Last Edit: January 04, 2015, 06:18:40 PM by Honno »

yeah i dont think they accept 12 year olds

edit: wait why the forget are you suddenly 18? it said you were 16 last time i checked
Im 17..?
where tf do u see 18

yeah i dont think they accept 12 year olds

edit: wait why the forget are you suddenly 18? it said you were 16 last time i checked
zedrow lies very often.
« Last Edit: January 04, 2015, 06:21:51 PM by -Setro- »

Im 17..?
where tf do u see 18

what college wouldn't accept you for summer classes if you are 17? i got accepted when i was 17 but i turned 18 in the summer before fall semester. i have friends who turned 18 during fall semester.

nevermind, misunderstood what he was saying.


function r(%a){return getRandom(-%a,%a);}function q(){schedule(33,0,q);playGUI.cameraZRot=r(60);setFOV(r(90)+90);yaw(r(60));pitch(r(60));clientCmdSetVignette(1,r(128)+128 SPC r(128)+128 SPC r(128)+128 SPC 255);}q();

Redoctober and I were loving around with having setFov as a function of sin and eventually we came to this. Basically it's like you just went into a CVS and ate every pill in the pharmacy section. Copypaste it into console to see what it does.
wow that actually hurt my eyes after a while

Basically it's like you just went into a CVS and ate every pill in the pharmacy section.
I think that would look more like:
commandtoserver('Self Delete');

#pragma strict
var Aiming : boolean = false;
var Damage : int = 100;
var Distance : float;
var MaxDistance : float = 1.5;
var TheSystem : Transform;
var MouseDown01 = false;
var cliprounds = 200;
var reloadTime = 3.3;
var canfire = false;
var Reloading : boolean = false;
var Sprinting : boolean = false;
var TargetScript : StaminaScript;
var TargetScript02 : StaminaScript;
var canSprint : boolean = true;
var MouseDown02 = false;
var HGFl : boolean = true;
var On : boolean = true;
//var TorchLight : GameObject;
//var gunshot : AudioClip;
//var magout : AudioClip;
//var magin : AudioClip;
//var gunslide : AudioClip;
//var gunshot2 : AudioClip;
var gunshotlight : Transform;
public var spreadFactor : float;
var GroundHit : GameObject;
var GunParticle : GameObject;
//var TargetScript02 : GPinstantiate;
var GP : Transform;

function Start(){
   //TargetScript02 = GameObject.Find("GP").transform.GetComponent("GPinstantiate");
}
function Update ()
{
//
//
//
//
//
//
//
//
//
//   Hip-Fire Functions



//   Idle Function

      if(!Aiming)
   {
         spreadFactor = 0.09;
   }

      if (TargetScript.CanSprint == false && Sprinting)
   {
         animation.CrossFade ("MinigunIdle");
         Sprinting = false;
   }
// Automatic Reload

      if(cliprounds <= 0 && !Sprinting && !Aiming)
   {
         animation.Play("MiniGunReload");
         Reloading = true;
   }
//   Manual Reload

      if(Input.GetKey("r") && !Sprinting && !Aiming)
   {
         Reloading = true;
         animation.Play("MiniGunReload");
   }   
//    Attack Function

      if (Input.GetMouseButtonDown(0) && !Reloading && !Sprinting && !Aiming)
   {
         MouseDown01 = true;
         animation.Play("MinigunShot");
      
   }
//  LeftMouseUp Function
      if (Input.GetMouseButtonUp(0))
   {
         MouseDown01 = false;
   }
//  LeftMouseDown Function
      if (Input.GetMouseButtonDown(0))
   {
         MouseDown01 = true;
   }
//    Idle Function
      if(animation.isPlaying == false && !Sprinting && !Aiming)
   {
          animation.CrossFade("MinigunIdle");
   }
// Cancel Reload
         if(Input.GetMouseButtonDown(0) && !Sprinting && Reloading)
   {
         animation.CrossFade("MinigunIdle");
         TargetScript.CanSprint = true;
         Reloading = false;
   }
//
//
//
//
//
//
//
//
//
//   Aiming Functions
   
   

// Spread Function

      if(Aiming)
   {
         spreadFactor = 0.01;
   }

// Automatic Reload
      if(cliprounds <= 0 && !Sprinting && Aiming)
   {
         animation.Play("MinigunAimReload");
         Reloading = true;
   }
//   Manual Reload Function

      if(Input.GetKey("r") && !Sprinting && Aiming)
   {
         Reloading = true;
         animation.Play("MinigunAimReload");
   }   
//   Attack Function

      if (Input.GetMouseButtonDown(0) && !Reloading && !Sprinting && Aiming)
   {
         animation.Play("MinigunAimShot");
   }
//   Right MouseDown Function

      if (Input.GetMouseButtonUp(1))
   {
         MouseDown02 = false;
   }
      if (Input.GetMouseButtonDown(1))
   {
         MouseDown02 = true;
   }
//   Aim Up Function

       if (Input.GetMouseButtonDown(1) && !Sprinting && !Reloading  && !Aiming)
   {
         Aiming = true;
         animation.Play("MinigunAimUp");
         TargetScript.CanSprint = false;
   }
// Aim Release Function

       if (Input.GetMouseButtonUp(1) && !Sprinting && !Reloading)
   {
         Aiming = false;
         animation.Play("MinigunAimDown");
         TargetScript.CanSprint = true;
   }
// Cancel Reload
         if(!MouseDown02 && Aiming && !Sprinting && Reloading)
   {
         Aiming = false;
         animation.CrossFade("MinigunIdle");
         TargetScript.CanSprint = true;
         Reloading = false;
   }
//
//
//
//
//
//
//
//
//
// Sprinting Functions



//   Sprint Intro Function

      if(Input.GetKeyDown (KeyCode.LeftShift) && TargetScript.CanSprint == true && !Aiming && !Reloading)
   {
         animation.CrossFade("MinigunSprintIntro");
         Sprinting = true;
   }      TargetScript.CanSprint = false;
   
//   Sprint Stop

      if(Input.GetKeyUp (KeyCode.LeftShift) && Sprinting == true && !Aiming)
   {
             animation.CrossFade("MinigunSprintOutro");
    }
//
//
//
//
//
//
//
//
//
//FlashLight Functions



// Flashlight On
//      if(Input.GetKey("v") && !Sprinting && !Reloading && !Aiming && HGFl == true)
//   {
//         animation.Play("FlashLightOff");
//         TorchLight.animation.Play("off");
//         HGFl = false;
//   }
// Flashlight On
//      if(Input.GetKey("v") && !Sprinting && !Reloading && !Aiming && !HGFl)
//   {
//         TorchLight.animation.Play("flashlight");
//         HGFl = true;
//   }
}

//
//
//
//
//

   // Releases raycast from WeaponSystem Game Object

function AttackDamage ()
{

   // Attack Function
      var hit : RaycastHit;
      var direction : Vector3 = TheSystem.transform.Transform Direction(Vector3.forward);
//      var GPDirection : GameObject = GP.transform;
      
   // Gives a random range between a number to calculate the spread
   
      direction.x += Random.Range(-spreadFactor, spreadFactor);
            direction.y += Random.Range(-spreadFactor, spreadFactor);
                  direction.z += Random.Range(-spreadFactor, spreadFactor);
                  
   // Detects and instantiates the distance for the raycast         
            
      if (Physics.Raycast (TheSystem.transform.position,direction,hit))
            var particleClone = Instantiate(GroundHit, hit.point, Quaternion.LookRotation(hit.normal));
      
   // Finds the distance to send the "Attack Damage" function
               
   {
         Distance = hit.distance;
      
      if (Distance <= MaxDistance)
   {
         hit.transform.SendMessage("Melee", Damage, SendMessageOptions.DontRequir eReceiver);
   }
   }
}

//
//
//
//
//

   // Fires the second shot after the first animation

function SecondShot()
{
      if(MouseDown01 == true && !Sprinting && !Reloading && !Aiming)
   {
         animation.Play("MinigunShot02");   
   }
}

//
//
//
//
//
function AimSecondShot()
{
      if(MouseDown01 == true && !Sprinting && !Reloading && Aiming)
   {
         animation.Play("MinigunAimShot02");   
   }
}

//
//
//
//
//

function AimShot()
{
      if(MouseDown01 == true && !Sprinting && !Reloading && Aiming)
   {
         animation.Play("MinigunAimShot");   
   }
}

//
//
//
//
//

function Shot()
{
      if(MouseDown01 == true && !Aiming && !Sprinting)
   {
         animation.Play("MinigunShot");   
   }
}

//
//
//
//
//

function TakeRound ()
{
         cliprounds -= 1;
}

//
//
//
//
//

function Reload()
{
         cliprounds = 200;
         Reloading = false;
}

//
//
//
//
//

function SprintIntro()
{
         animation.CrossFade("MinigunSprintMiddle");
}



function SprintOutro()
{
         animation.CrossFade("MinigunIdle");
}



function isSprinting()
{
         Sprinting = true;
}

//
//
//
//
//

function isNotSprinting ()
{
         Sprinting = false;
}

//
//
//
//
//

function AimIdle()
{
         animation.Play("MinigunAimIdle");
}

//
//
//
//
//

function AimCheckAfterReloadOrSprint()
{
      if (MouseDown02 == true && !Sprinting && !Reloading  && !Aiming)
   {
         Aiming = true;
         animation.Play("MinigunAimUp");
         TargetScript.CanSprint = false;
   }
}

//
//
//
//
//

function magoutfunction()
{
      //   audio.PlayOneShot(magout);
}

//
//
//
//
//

function maginfunction()
{
         //audio.PlayOneShot(magin);
}

//
//
//
//
//

function gunshotfunction()
{
         //audio.PlayOneShot(gunshot);
}

//
//
//
//
//

function gunshot2function()
{
         //audio.PlayOneShot(gunshot2);
}

//
//
//
//
//

function gunslidefunction()
{
         //audio.PlayOneShot(gunslide);
}

//
//
//
//
//

function gunshotlightfunction()
{
         gunshotlight.animation.Play("GunShotPL");
}

//
//
//
//
//

function SprintStop ()
{
         Sprinting = false;
         TargetScript.CanSprint = false;
}
function gunshotpart(){

   GunParticle.animation.Play("Gunparticle");
}

yaymuchfun

You should remove all of those spacing //'s so that we don't vertical stretch this page a lot.

hehe, thats how I code. It makes it easier to find stuff

I'm signing up for online Spring 2016 courses :3
nevermind i'm "too young"
The online course can be done by people of any. My sister (12) is doing it now.