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Old 07-12-2009, 12:44 PM   #21 (permalink)
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Re: Blockland mods; can you help me?

I checked with D.C.

Download:4779
Upload:1844

Dallas TX


Download:1970
Upload:1017


Los Angeles CA

Download:2394
Upload:1776


London UK

Download:4962
Upload:1806


Is that good?
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Old 07-12-2009, 12:50 PM   #22 (permalink)
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Re: Blockland mods; can you help me?

Do you have a cable modem or DSL?
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Old 07-12-2009, 12:52 PM   #23 (permalink)
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Re: Blockland mods; can you help me?

DSL


So.....Is it good?
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Old 07-12-2009, 12:59 PM   #24 (permalink)
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Re: Blockland mods; can you help me?

That's not too bad. However, that is the speed.
The download bandwidth test can be found here, and the upload here.
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Old 09-01-2009, 04:25 PM   #25 (permalink)
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Re: Blockland mods; can you help me?

Well any way...

this is the script the mongoose in blockland:

Code:
// support stuff for the Mongoose vehicle
exec("./Mongoose_Tire.cs");
exec("./Mongoose_Explosion.cs");
exec("./Mongoose_FinalExplosion.cs");
exec("./Mongoose_Spring.cs");


// Sounds //
////////////
datablock AudioProfile(fastImpactSound)
{
   filename    = "./fastimpact.WAV";
   description = AudioDefault3d;
   preload = true;
};
datablock AudioProfile(slowImpactSound)
{
   filename    = "./slowimpact.wav";
   description = AudioDefault3d;
   preload = true;
};


// Vehicle //
/////////////
datablock WheeledVehicleData(MongooseVehicle)
{
	category = "Vehicles";
	displayName = " ";
	shapeFile = "./Mongoose.dts"; //"~/data/shapes/skivehicle.dts"; //
	emap = true;
	minMountDist = 3;
   
   numMountPoints = 2;
   mountThread[0] = "armReadyBoth";
   mountThread[1] = "sit";

	maxDamage = 200.00;
	destroyedLevel = 200.00;
	energyPerDamagePoint = 160;
	speedDamageScale = 1.04;
	collDamageThresholdVel = 20.0;
	collDamageMultiplier   = 0.02;

	massCenter = "0 0 0";
   //massBox = "1 2 1";

	maxSteeringAngle = 0.6;  // Maximum steering angle, should match animation
	integration = 4;           // Force integration time: TickSec/Rate
	tireEmitter = VehicleTireEmitter; // All the tires use the same dust emitter

	// 3rd person camera settings
	cameraRoll = false;         // Roll the camera with the vehicle
	cameraMaxDist = 13;         // Far distance from vehicle
	cameraOffset = 7.5;        // Vertical offset from camera mount point
	cameraLag = 0.0;           // Velocity lag of camera
	cameraDecay = 0.75;        // Decay per sec. rate of velocity lag
	cameraTilt = 0.4;
   collisionTol = 0.1;        // Collision distance tolerance
   contactTol = 0.1;

	useEyePoint = false;	

	defaultTire	= MongooseTire;
	defaultSpring	= MongooseSpring;
	//flatTire	= MongooseFlatTire;
	//flatSpring	= MongooseFlatSpring;

   numWheels = 4;

	// Rigid Body
	mass = 230;
	density = 5.0;
	drag = 1.6;
	bodyFriction = 0.6;
	bodyRestitution = 0.6;
	minImpactSpeed = 10;        // Impacts over this invoke the script callback
	softImpactSpeed = 10;       // Play SoftImpact Sound
	hardImpactSpeed = 15;      // Play HardImpact Sound
	groundImpactMinSpeed    = 10.0;

	// Engine
	engineTorque = 2000; //1000;       // Engine power
	engineBrake = 600;         // Braking when throttle is 0
	brakeTorque = 5000;        // When brakes are applied
	maxWheelSpeed = 35;        // Engine scale by current speed / max speed

	rollForce		= 400;
	yawForce		= 300;
	pitchForce		= 500;
	rotationalDrag		= 0.2;

   // Advanced Steering
   steeringAutoReturn = true;
   steeringAutoReturnRate = 1.0;
   steeringAutoReturnMaxSpeed = 10;
   steeringUseStrafeSteering = true;
   steeringStrafeSteeringRate = 0.1;

	// Energy
	maxEnergy = 100;
	jetForce = 3000;
	minJetEnergy = 30;
	jetEnergyDrain = 2;

	splash = vehicleSplash;
	splashVelocity = 4.0;
	splashAngle = 67.0;
	splashFreqMod = 300.0;
	splashVelEpsilon = 0.60;
	bubbleEmitTime = 1.4;
	splashEmitter[0] = vehicleFoamDropletsEmitter;
	splashEmitter[1] = vehicleFoamEmitter;
	splashEmitter[2] = vehicleBubbleEmitter;
	mediumSplashSoundVelocity = 10.0;   
	hardSplashSoundVelocity = 20.0;   
	exitSplashSoundVelocity = 5.0;
		
	//mediumSplashSound = "";
	//hardSplashSound = "";
	//exitSplashSound = "";
	
	// Sounds
	//   jetSound = ScoutThrustSound;
	//engineSound = idleSound;
	//squealSound = skidSound;
	softImpactSound = slowImpactSound;
	hardImpactSound = fastImpactSound;
	//wheelImpactSound = slowImpactSound;

	//   explosion = VehicleExplosion;
	justcollided = 0;

   uiName = "Mongoose ";
	rideable = true;
		lookUpLimit = 0.65;
		lookDownLimit = 0.45;

	paintable = true;
   
   damageEmitter[0] = VehicleBurnEmitter;
	damageEmitterOffset[0] = "0.0 0.0 0.0 ";
	damageLevelTolerance[0] = 0.99;

   damageEmitter[1] = VehicleBurnEmitter;
	damageEmitterOffset[1] = "0.0 0.0 0.0 ";
	damageLevelTolerance[1] = 1.0;

   numDmgEmitterAreas = 1;

   initialExplosionProjectile = MongooseExplosionProjectile;
   initialExplosionOffset = 0;         //offset only uses a z value for now

   burnTime = 4000;

   finalExplosionProjectile = MongooseFinalExplosionProjectile;
   finalExplosionOffset = 0.5;          //offset only uses a z value for now

   minRunOverSpeed    = 4;   //how fast you need to be going to run someone over (do damage)
   runOverDamageScale = 8;   //when you run over someone, speed * runoverdamagescale = damage amt
   runOverPushScale   = 1.2; //how hard a person you're running over gets pushed

   //protection for passengers
   protectPassengersBurn   = false;  //protect passengers from the burning effect of explosions?
   protectPassengersRadius = true;  //protect passengers from radius damage (explosions) ?
   protectPassengersDirect = false; //protect passengers from direct damage (bullets) ?
};

How can i change the wheel size and change the speed?

Last edited by Tiber Septim; 09-19-2009 at 08:42 PM.
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Old 09-02-2009, 05:13 PM   #26 (permalink)
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Re: Blockland mods; can you help me?

Also can you tell me to change the wieght of a car?
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Old 09-02-2009, 11:38 PM   #27 (permalink)
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Re: Blockland mods; can you help me?

To change the weight you would need to alter:
Code:
// Rigid Body
mass = 230;
Speed would be:
Code:
// Engine
engineTorque = 2000; //1000; // Engine power
To alter the wheel size I believe you have to physically alter the model.
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Old 09-10-2009, 02:43 PM   #28 (permalink)
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Re: Blockland mods; can you help me?

Ok...

Now to the RPG-7

Code:
//RPGLauncher.cs

//audio
datablock AudioProfile(RPGFireSound)
{
   filename    = "./RPGFire.wav";
   description = AudioClosest3d;
   preload = true;
};

datablock AudioProfile(RPGExplodeSound)
{
   filename    = "./tntExplode.wav";
   description = AudioDefault3d;
   preload = true;
};
datablock AudioProfile(RPGLoopSound)
{
   filename    = "./RPGLoop.wav";
   description = AudioCloseLooping3d;
   preload = true;
};

//muzzle flash effects
datablock ParticleData(RPGLauncherFlashParticle)
{
	dragCoefficient      = 1;
	gravityCoefficient   = 1.5;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 1500;
	lifetimeVarianceMS   = 150;
	textureName          = "base/data/particles/star1";
	spinSpeed		= 10.0;
	spinRandomMin		= -500.0;
	spinRandomMax		= 500.0;
	colors[0]     = "0.9 0.4 0.0 0.9";
	colors[1]     = "0.9 0.5 0.0 0.0";
	sizes[0]      = 0.25;
	sizes[1]      = 0.0;

	useInvAlpha = false;
};
datablock ParticleEmitterData(RPGLauncherFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 10.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "RPGLauncherFlashParticle";


};

datablock ParticleData(RPGLauncherSmokeParticle)
{
	dragCoefficient      = 5;
	gravityCoefficient   = -0.5;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 300;
	lifetimeVarianceMS   = 250;
	textureName          = "base/data/particles/cloud";
	spinSpeed		= 10.0;
	spinRandomMin		= -500.0;
	spinRandomMax		= 500.0;

   colors[0]     = "0.5 0.5 0.5 0.0";
	colors[1]     = "0.5 0.5 0.5 0.9";
	colors[2]     = "0.5 0.5 0.5 0.0";

	sizes[0]      = 0.25;
   sizes[1]      = 1.0;
	sizes[2]      = 1.75;

   times[0] = 0.0;
   times[1] = 0.5;
   times[2] = 1.0;

	useInvAlpha = false;
};
datablock ParticleEmitterData(RPGLauncherSmokeEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;
   ejectionVelocity = 10.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 25;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "RPGLauncherSmokeParticle";


};


//bullet trail effects
datablock ParticleData(RPGTrailParticle)
{
	dragCoefficient      = 3;
	gravityCoefficient   = -0.0;
	inheritedVelFactor   = 0.15;
	constantAcceleration = 0.0;
	lifetimeMS           = 1000;
	lifetimeVarianceMS   = 805;
	textureName          = "base/data/particles/cloud";
	spinSpeed		= 10.0;
	spinRandomMin		= -150.0;
	spinRandomMax		= 150.0;
	colors[0]     = "1.0 1.0 0.0 0.4";
	colors[1]     = "1.0 0.2 0.0 0.5";
   colors[2]     = "0.20 0.20 0.20 0.3";
   colors[3]     = "0.0 0.0 0.0 0.0";

	sizes[0]      = 0.25;
	sizes[1]      = 0.85;
   sizes[2]      = 0.35;
 	sizes[3]      = 0.05;

   times[0] = 0.0;
   times[1] = 0.05;
   times[2] = 0.3;
   times[3] = 1.0;

	useInvAlpha = false;
};
datablock ParticleEmitterData(RPGTrailEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 1;
   ejectionVelocity = 0.25;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "RPGTrailParticle";


};


datablock ParticleData(RPGExplosionParticle)
{
	dragCoefficient      = 3;
	gravityCoefficient   = -0.5;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 700;
	lifetimeVarianceMS   = 400;
	textureName          = "base/data/particles/cloud";
	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]      = 10.0;
	sizes[1]      = 15.0;

	useInvAlpha = true;
};
datablock ParticleEmitterData(RPGExplosionEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 10;
   velocityVariance = 1.0;
   ejectionOffset   = 3.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "RPGExplosionParticle";


   emitterNode = TenthEmitterNode;
};


datablock ParticleData(RPGExplosionRingParticle)
{
	dragCoefficient      = 8;
	gravityCoefficient   = -0.5;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 40;
	lifetimeVarianceMS   = 10;
	textureName          = "base/data/particles/star1";
	spinSpeed		= 10.0;
	spinRandomMin		= -500.0;
	spinRandomMax		= 500.0;
	colors[0]     = "1 0.5 0.2 0.5";
	colors[1]     = "0.9 0.0 0.0 0.0";
	sizes[0]      = 8;
	sizes[1]      = 13;

	useInvAlpha = false;
};
datablock ParticleEmitterData(RPGExplosionRingEmitter)
{
	lifeTimeMS = 50;

   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 0.0;
   ejectionOffset   = 3.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "RPGExplosionRingParticle";


};

datablock ExplosionData(RPGExplosion)
{
   //explosionShape = "";
   explosionShape = "./explosionSphere1.dts";
	soundProfile = RPGExplodeSound;

   lifeTimeMS = 150;

   particleEmitter = RPGExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = RPGExplosionRingEmitter;

   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 = 7;
   radiusDamage = 100;

   impulseRadius = 6;
   impulseForce = 4000;
};


AddDamageType("RPGDirect",   '<bitmap:add-ons/Weapon_RPG7/CI_RPG> %1',    '%2 <bitmap:add-ons/Weapon_RPG7/CI_RPG> %1',1,1);
AddDamageType("RPGRadius",   '<bitmap:add-ons/Weapon_RPG7/CI_RPGRadius> %1',    '%2 <bitmap:add-ons/Weapon_RPG7/CI_RPGRadius> %1',1,0);
datablock ProjectileData(RPGProjectile)
{
   projectileShapeName = "./RPGProj.dts";
   directDamage        = 160;
   directDamageType = $DamageType::RPGDirect;
   radiusDamageType = $DamageType::RPGRadius;
   impactImpulse	   = 1000;
   verticalImpulse	   = 1000;
   explosion           = RPGExplosion;
   particleEmitter     = RPGTrailEmitter;

   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 = RPGLoopSound;

   muzzleVelocity      = 55;
   velInheritFactor    = 1.0;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.3;

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

   uiName = "RPG";
};

//////////
// item //
//////////
datablock ItemData(RPGLauncherItem)
{
	category = "Weapon";  // Mission editor category
	className = "Weapon"; // For inventory system

	 // Basic Item Properties
	shapeFile = "./RPG7.dts";
	rotate = false;
	mass = 1;
	density = 0.2;
	elasticity = 0.2;
	friction = 0.6;
	emap = true;

	//gui stuff
	uiName = "RPG-7";
	iconName = "./icon_RPG7";
	doColorShift = false;
	colorShiftColor = "0.100 0.500 0.250 1.000";

	 // Dynamic properties defined by the scripts
	image = RPGLauncherImage;
	canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(RPGLauncherImage)
{
   // Basic Item properties
   shapeFile = "./RPG7.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 0" );

   // 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 = BowItem;
   ammo = " ";
   projectile = RPGProjectile;
   projectileType = Projectile;

	//casing = RPGLauncherShellDebris;
	shellExitDir        = "1.0 -1.3 1.0";
	shellExitOffset     = "0 0 0";
	shellExitVariance   = 15.0;	
	shellVelocity       = 7.0;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   minShotTime = 700;   //minimum time allowed between shots (needed to prevent equip/dequip exploit)

   doColorShift = true;
   colorShiftColor = "0.100 0.500 0.250 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]             = 0.2;
	stateTransitionOnTimeout[0]       = "Ready";
		stateScript[0]                  = "onready";
	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;

	stateScript[2]                  = "onFire";
	stateWaitForTimeout[2]			= true;
	stateEmitter[2]					= RPGLauncherFlashEmitter;
	stateEmitterTime[2]				= 0.05;
	stateEmitterNode[2]				= tailNode;
	stateSound[2]					= RPGFireSound;
   stateSequence[2]                = "Fire";
	//stateEjectShell[2]       = true;

	stateName[3] = "Smoke";
	stateEmitter[3]					= RPGLauncherSmokeEmitter;
	stateEmitterTime[3]				= 0.05;
	stateEmitterNode[3]				= "muzzleNode";
	stateTimeoutValue[3]            = 0.4;
   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";

};

How do you make it fire automaticly and fire faster?

Another thing.

How can you change the spread of a certain weapon?

Last edited by Tiber Septim; 09-19-2009 at 08:43 PM. Reason: codebox
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Old 09-11-2009, 05:57 PM   #29 (permalink)
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Re: Blockland mods; can you help me?

Hey also can you tell me how to change them In the game?
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Old 09-12-2009, 05:50 AM   #30 (permalink)
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Re: Blockland mods; can you help me?

Quote:
Originally Posted by Undead motha View Post
The demo is free but the full version is $20.00

Also i 'am having another problem with blockland everytime i start a server after i whlie it crashes for no reason at all. I have port forwarded correctly but it just crashes for no reason. for exemple I'am doing nonthing and nonthing is lagging my server but the it freezes and won't repond. what is the cause of this?
I solved that problem.

That was a mod that was not working right and unable to spawn.

NINJA edit: oh crud i triple posted.
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Old 09-14-2009, 01:54 PM   #31 (permalink)
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Re: Blockland mods; can you help me?

Uh guys are you gonna awnser?

Btw, how do you get the "I'ama gonna charge mah lazer" sound?

I searched for it and i got nothing...

also with it the very loud "Lazer puke" sound that goes with it.
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Old 09-14-2009, 03:52 PM   #32 (permalink)
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Re: Blockland mods; can you help me?

You mean the "Ima FIERIN mah lazor" sound? Considering it's from a YouTube video I doubt you will get much luck other then taking the movie and ripping the sound.
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Old 09-18-2009, 02:43 PM   #33 (permalink)
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Re: Blockland mods; can you help me?

Ok... now can you help me with the modding questions?
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Old 09-18-2009, 02:50 PM   #34 (permalink)
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Re: Blockland mods; can you help me?

Try running it as administrator, do this by right clicking and go to Run As> Administrator. Also try to run it in compatibility mode for XP SP2
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Old 09-19-2009, 05:00 AM   #35 (permalink)
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Re: Blockland mods; can you help me?

Quote:
Originally Posted by Undead motha View Post
Ok...

Now to the RPG-7

Code:
//RPGLauncher.cs

//audio
datablock AudioProfile(RPGFireSound)
{
   filename    = "./RPGFire.wav";
   description = AudioClosest3d;
   preload = true;
};

datablock AudioProfile(RPGExplodeSound)
{
   filename    = "./tntExplode.wav";
   description = AudioDefault3d;
   preload = true;
};
datablock AudioProfile(RPGLoopSound)
{
   filename    = "./RPGLoop.wav";
   description = AudioCloseLooping3d;
   preload = true;
};

//muzzle flash effects
datablock ParticleData(RPGLauncherFlashParticle)
{
	dragCoefficient      = 1;
	gravityCoefficient   = 1.5;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 1500;
	lifetimeVarianceMS   = 150;
	textureName          = "base/data/particles/star1";
	spinSpeed		= 10.0;
	spinRandomMin		= -500.0;
	spinRandomMax		= 500.0;
	colors[0]     = "0.9 0.4 0.0 0.9";
	colors[1]     = "0.9 0.5 0.0 0.0";
	sizes[0]      = 0.25;
	sizes[1]      = 0.0;

	useInvAlpha = false;
};
datablock ParticleEmitterData(RPGLauncherFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 10.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "RPGLauncherFlashParticle";


};

datablock ParticleData(RPGLauncherSmokeParticle)
{
	dragCoefficient      = 5;
	gravityCoefficient   = -0.5;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 300;
	lifetimeVarianceMS   = 250;
	textureName          = "base/data/particles/cloud";
	spinSpeed		= 10.0;
	spinRandomMin		= -500.0;
	spinRandomMax		= 500.0;

   colors[0]     = "0.5 0.5 0.5 0.0";
	colors[1]     = "0.5 0.5 0.5 0.9";
	colors[2]     = "0.5 0.5 0.5 0.0";

	sizes[0]      = 0.25;
   sizes[1]      = 1.0;
	sizes[2]      = 1.75;

   times[0] = 0.0;
   times[1] = 0.5;
   times[2] = 1.0;

	useInvAlpha = false;
};
datablock ParticleEmitterData(RPGLauncherSmokeEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;
   ejectionVelocity = 10.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 25;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "RPGLauncherSmokeParticle";


};


//bullet trail effects
datablock ParticleData(RPGTrailParticle)
{
	dragCoefficient      = 3;
	gravityCoefficient   = -0.0;
	inheritedVelFactor   = 0.15;
	constantAcceleration = 0.0;
	lifetimeMS           = 1000;
	lifetimeVarianceMS   = 805;
	textureName          = "base/data/particles/cloud";
	spinSpeed		= 10.0;
	spinRandomMin		= -150.0;
	spinRandomMax		= 150.0;
	colors[0]     = "1.0 1.0 0.0 0.4";
	colors[1]     = "1.0 0.2 0.0 0.5";
   colors[2]     = "0.20 0.20 0.20 0.3";
   colors[3]     = "0.0 0.0 0.0 0.0";

	sizes[0]      = 0.25;
	sizes[1]      = 0.85;
   sizes[2]      = 0.35;
 	sizes[3]      = 0.05;

   times[0] = 0.0;
   times[1] = 0.05;
   times[2] = 0.3;
   times[3] = 1.0;

	useInvAlpha = false;
};
datablock ParticleEmitterData(RPGTrailEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 1;
   ejectionVelocity = 0.25;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "RPGTrailParticle";


};


datablock ParticleData(RPGExplosionParticle)
{
	dragCoefficient      = 3;
	gravityCoefficient   = -0.5;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 700;
	lifetimeVarianceMS   = 400;
	textureName          = "base/data/particles/cloud";
	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]      = 10.0;
	sizes[1]      = 15.0;

	useInvAlpha = true;
};
datablock ParticleEmitterData(RPGExplosionEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 10;
   velocityVariance = 1.0;
   ejectionOffset   = 3.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "RPGExplosionParticle";


   emitterNode = TenthEmitterNode;
};


datablock ParticleData(RPGExplosionRingParticle)
{
	dragCoefficient      = 8;
	gravityCoefficient   = -0.5;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 40;
	lifetimeVarianceMS   = 10;
	textureName          = "base/data/particles/star1";
	spinSpeed		= 10.0;
	spinRandomMin		= -500.0;
	spinRandomMax		= 500.0;
	colors[0]     = "1 0.5 0.2 0.5";
	colors[1]     = "0.9 0.0 0.0 0.0";
	sizes[0]      = 8;
	sizes[1]      = 13;

	useInvAlpha = false;
};
datablock ParticleEmitterData(RPGExplosionRingEmitter)
{
	lifeTimeMS = 50;

   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 0.0;
   ejectionOffset   = 3.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "RPGExplosionRingParticle";


};

datablock ExplosionData(RPGExplosion)
{
   //explosionShape = "";
   explosionShape = "./explosionSphere1.dts";
	soundProfile = RPGExplodeSound;

   lifeTimeMS = 150;

   particleEmitter = RPGExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = RPGExplosionRingEmitter;

   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 = 7;
   radiusDamage = 100;

   impulseRadius = 6;
   impulseForce = 4000;
};


AddDamageType("RPGDirect",   '<bitmap:add-ons/Weapon_RPG7/CI_RPG> %1',    '%2 <bitmap:add-ons/Weapon_RPG7/CI_RPG> %1',1,1);
AddDamageType("RPGRadius",   '<bitmap:add-ons/Weapon_RPG7/CI_RPGRadius> %1',    '%2 <bitmap:add-ons/Weapon_RPG7/CI_RPGRadius> %1',1,0);
datablock ProjectileData(RPGProjectile)
{
   projectileShapeName = "./RPGProj.dts";
   directDamage        = 160;
   directDamageType = $DamageType::RPGDirect;
   radiusDamageType = $DamageType::RPGRadius;
   impactImpulse	   = 1000;
   verticalImpulse	   = 1000;
   explosion           = RPGExplosion;
   particleEmitter     = RPGTrailEmitter;

   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 = RPGLoopSound;

   muzzleVelocity      = 55;
   velInheritFactor    = 1.0;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.3;

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

   uiName = "RPG";
};

//////////
// item //
//////////
datablock ItemData(RPGLauncherItem)
{
	category = "Weapon";  // Mission editor category
	className = "Weapon"; // For inventory system

	 // Basic Item Properties
	shapeFile = "./RPG7.dts";
	rotate = false;
	mass = 1;
	density = 0.2;
	elasticity = 0.2;
	friction = 0.6;
	emap = true;

	//gui stuff
	uiName = "RPG-7";
	iconName = "./icon_RPG7";
	doColorShift = false;
	colorShiftColor = "0.100 0.500 0.250 1.000";

	 // Dynamic properties defined by the scripts
	image = RPGLauncherImage;
	canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(RPGLauncherImage)
{
   // Basic Item properties
   shapeFile = "./RPG7.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 0" );

   // 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 = BowItem;
   ammo = " ";
   projectile = RPGProjectile;
   projectileType = Projectile;

	//casing = RPGLauncherShellDebris;
	shellExitDir        = "1.0 -1.3 1.0";
	shellExitOffset     = "0 0 0";
	shellExitVariance   = 15.0;	
	shellVelocity       = 7.0;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   minShotTime = 700;   //minimum time allowed between shots (needed to prevent equip/dequip exploit)

   doColorShift = true;
   colorShiftColor = "0.100 0.500 0.250 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]             = 0.2;
	stateTransitionOnTimeout[0]       = "Ready";
		stateScript[0]                  = "onready";
	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;

	stateScript[2]                  = "onFire";
	stateWaitForTimeout[2]			= true;
	stateEmitter[2]					= RPGLauncherFlashEmitter;
	stateEmitterTime[2]				= 0.05;
	stateEmitterNode[2]				= tailNode;
	stateSound[2]					= RPGFireSound;
   stateSequence[2]                = "Fire";
	//stateEjectShell[2]       = true;

	stateName[3] = "Smoke";
	stateEmitter[3]					= RPGLauncherSmokeEmitter;
	stateEmitterTime[3]				= 0.05;
	stateEmitterNode[3]				= "muzzleNode";
	stateTimeoutValue[3]            = 0.4;
   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";

};
How do you make it fire automaticly and fire faster?

Another thing.

How can you change the spread of a certain weapon?

Also how can you change these things While in the game?
alright.... now can you help me with the questions in bold in the quote?[/b]

Last edited by Tiber Septim; 09-19-2009 at 08:44 PM. Reason: codebox
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Old 09-19-2009, 09:39 AM   #36 (permalink)
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Re: Blockland mods; can you help me?

Sorry, you're gonna have to wait until someone more knowledgeable comes along - I just don't know that stuff, sorry.
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