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Author Topic: Block Bastion - BL-TF2  (Read 90424 times)

Epic, i do want to play in it.

This is a really high quality creation. I like.

Space Guy has graciously allowed me to use some of his special TF2 weapons. Almost every class has new weapons, and there are a few more unlocks. As soon as I finish with that, I'll recalibrate the sentries and host.


Thanks to Truce, I now have a VIP slot script. I don't know what you'll have to do to get one, but I'm sure I'll think of something. ;D

I know you're waiting for Alphadin to make a Rocket thing for you, but for now just lower the damage to 35 or 50.

Here's what I believe to be the script portion for the rocket launcher damage.

Code: [Select]
datablock ExplosionData(rocketExplosion)
{
   //explosionShape = "";
   explosionShape = "./explosionSphere1.dts";
soundProfile = rocketExplodeSound;

   lifeTimeMS = 150;

   particleEmitter = rocketExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = rocketExplosionRingEmitter;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "3.0 10.0 3.0";
   camShakeDuration = 0.5;
   camShakeRadius = 20.0;

   // Dynamic light
   lightStartRadius = 5;
   lightEndRadius = 20;
   lightStartColor = "1 1 1 1";
   lightEndColor = "0 0 0 0";

   damageRadius = 3;
   radiusDamage = 100;

   impulseRadius = 6;
   impulseForce = 4000;
};


AddDamageType("RocketDirect",   '<bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocket> %1',    '%2 <bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocket> %1',1,1);
AddDamageType("RocketRadius",   '<bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocketRadius> %1',    '%2 <bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocketRadius> %1',1,0);
datablock ProjectileData(rocketLauncherProjectile)
{
   projectileShapeName = "./RocketProjectile.dts";
   directDamage        = 30;
   directDamageType = $DamageType::RocketDirect;
   radiusDamageType = $DamageType::RocketRadius;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = rocketExplosion;
   particleEmitter     = rocketTrailEmitter;

   brickExplosionRadius = 3;
   brickExplosionImpact = false;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 30;             
   brickExplosionMaxVolume = 30;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 60;  //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)

   sound = rocketLoopSound;

   muzzleVelocity      = 65;
   velInheritFactor    = 1.0;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = true;
   lightRadius = 5.0;
   lightColor  = "1 0.5 0.0";

   uiName = "Rocket";
};

Anyone want to tell me what to change? ;D

Because I change directdamage but the explosion needs to be weakened.

damageRadius = 3;
radiusDamage = 100;


Im pretty sure thats the explosion damage

Marcem was a meen that call me hacker :(((

No possible way you can perfectly hit me without seeing me and uncrouching on the bridge.

No possible way you can perfectly hit me without seeing me and uncrouching on the bridge.

Third person.

I need a no-third-person version of my playertypes.


Third person.

I need a no-third-person version of my playertypes.
Just add this to the .cs file.
Code: [Select]
firstPersonOnly=1;


This was really fun, nice build.

And ='ll be seeing the real 2fort map when i play tf2 for the first time laster this morning.   :D