Author Topic: How to add bullet holes to blockland  (Read 3539 times)

-Original script by TGE-


First put this in the weapon script. Just put it on top. Rename "Yourgun" to your gun's datablock.

Code: [Select]
datablock DecalData(YourgunDecal1)
{
   sizeX       = 0.05;//adjust this if you want to change the scale
   sizeY       = 0.05;//adjust this if you want to change the scale
   textureName = "add-ons/particles/bullethole1";
};
datablock DecalData(YourgunDecal2 : YourgunDecal1)
{
   textureName = "add-ons/particles/bullethole2";
};

datablock DecalData(YourgunDecal3 : YourgunDecal1)
{
   textureName = "add-ons/particles/bullethole3";
};
datablock DecalData(YourgunDecal4 : YourgunDecal1)
{
   textureName = "add-ons/particles/bullethole4";
};
datablock DecalData(YourgunDecal5 : YourgunDecal1)
{
   textureName = "add-ons/particles/bullethole5";
};
datablock DecalData(YourgunDecal6 : YourgunDecal1)
{
   textureName = "add-ons/particles/bullethole6";
};

Then go to your projectile datablock and under   lightColor  = "0 0 0.5";   put


Code: [Select]
   decals[0] = YourgunDecal1;
   decals[1] = YourgunDecal2;
   decals[2] = YourgunDecal3;
   decals[3] = YourgunDecal4;
   decals[4] = YourgunDecal5;
   decals[5] = YourgunDecal6;

Remember to rewrite the datablocks again. That should take care of the scripting part.

Now, here are the decals for the bullet hole.
Install it correctly please. That means put the add-ons folder in your BLOCKLAND folder
http://www.mediafire.com/?qmowieh4mzm



Code: [Select]
AddDamageType("TF2Pistol",   '<bitmap:add-ons/ci/TF2Pistol> %1',    '%2 <bitmap:add-ons/ci/TF2Pistol> %1',0.5,1);
datablock ProjectileData(TF2PistolProjectile)
{
   projectileShapeName = "./shapes/bullet.dts";
   directDamage        = 30;
   directDamageType    = $DamageType::TF2Pistol;
   radiusDamageType    = $DamageType::TF2Pistol;

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

   impactImpulse      = 700;
   verticalImpulse   = 1000;
   explosion           = TF2PistolExplosion;
   particleEmitter     = bulletTrailEmitter;

   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";

   decals[0] = TF2PistolDecal1;
   decals[1] = TF2PistolDecal2;
   decals[2] = TF2PistolDecal3;
   decals[3] = TF2PistolDecal4;
   decals[4] = TF2PistolDecal5;
   decals[5] = TF2PistolDecal6;
};

Code: [Select]
datablock DecalData(TF2PistolDecal1)
{
   sizeX       = 0.05;//adjust this if you want to change the scale
   sizeY       = 0.05;//adjust this if you want to change the scale
   textureName = "add-ons/particles/bullethole1";
};
datablock DecalData(TF2PistolDecal2 : TF2PistolDecal1)
{
   textureName = "add-ons/particles/bullethole2";
};

datablock DecalData(TF2PistolDecal3 : TF2PistolDecal1)
{
   textureName = "add-ons/particles/bullethole3";
};
datablock DecalData(TF2PistolDecal4 : TF2PistolDecal1)
{
   textureName = "add-ons/particles/bullethole4";
};
datablock DecalData(TF2PistolDecal5 : TF2PistolDecal1)
{
   textureName = "add-ons/particles/bullethole5";
};
datablock DecalData(TF2PistolDecal6 : TF2PistolDecal1)
{
   textureName = "add-ons/particles/bullethole6";
};

Things are in the right places, it doesn't work, they don't show up, on terrain nor interiors

Well it dose on some places. It doesnt apply in Static shapes only some places on interiors. I think badspot did something to make everyplace buildable.


Make explosion holes too, by the way :D

Okay, i figured out they work, but you need to look at them from certain angles, close up, a little far away, and such, they're small, so that's why i didn't see them
« Last Edit: July 10, 2008, 01:38:54 AM by Masterlegodude »

It came with the pack.

just use the

   sizeX       = 0.05;//adjust this if you want to change the scale
   sizeY       = 0.05;//adjust this if you want to change the scale

to change the scale

You make me feel like dancing, I'm gonna dance the night away

random song post :D

You make me feel like dancing, I'm gonna dance the night away

random song post :D
is that a good thing?


I don't think bullet holes like that qualify as blocko-style.  Quit trying to make Blockland like other games.

What if he were to make them more bloko? Would that qualify as making Blockland into other games?

I just don't think bullet holes are necessary.

I just don't think bullet holes are necessary.
Eh, i guess you're right, but most games with guns have bullet holes

Well, the bullet holes are optional, so i don't know how many will actually have it, i have them only for my TF2 Pistol, i was just seeing if they would work



Just make square holes, or other symmetrically shaped holes.

Bullet.dts is basically a yellow square based pyramid anyways.