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#21 (permalink) |
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Registered User
Join Date: Apr 2009
Posts: 46
OS: Vista
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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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#22 (permalink) |
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Moderator, Games Team
Join Date: Jan 2009
Location: Near Washington, D.C.
Posts: 2,365
OS: Windows XP Home Edition Service Pack 3
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Re: Blockland mods; can you help me?
Do you have a cable modem or DSL?
__________________
![]() Gaming troubleshooting steps. Real peace cannot be found in what happens in Washington, D.C. Only God can give true peace to people. |
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#24 (permalink) |
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Moderator, Games Team
Join Date: Jan 2009
Location: Near Washington, D.C.
Posts: 2,365
OS: Windows XP Home Edition Service Pack 3
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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.
__________________
![]() Gaming troubleshooting steps. Real peace cannot be found in what happens in Washington, D.C. Only God can give true peace to people. |
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#25 (permalink) |
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Registered User
Join Date: Apr 2009
Posts: 46
OS: Vista
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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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#27 (permalink) |
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Asst Manager, Games Team
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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; Code:
// Engine engineTorque = 2000; //1000; // Engine power |
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#28 (permalink) |
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Registered User
Join Date: Apr 2009
Posts: 46
OS: Vista
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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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#30 (permalink) | |
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Registered User
Join Date: Apr 2009
Posts: 46
OS: Vista
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Re: Blockland mods; can you help me?
Quote:
That was a mod that was not working right and unable to spawn. NINJA edit: oh crud i triple posted. |
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#31 (permalink) |
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Registered User
Join Date: Apr 2009
Posts: 46
OS: Vista
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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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#32 (permalink) |
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Senior Tech, Games Team
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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.
__________________
![]() Apps - CCleaner FireBug Network Mapper WinDirStat Process Explorer SpeedFan Info - Very Important NVIDIA Drivers ATI Drivers PSU Info I do not give support with MSN/E-mail or Private Messages. |
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#34 (permalink) |
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Senior Tech, Games Team
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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
__________________
![]() Apps - CCleaner FireBug Network Mapper WinDirStat Process Explorer SpeedFan Info - Very Important NVIDIA Drivers ATI Drivers PSU Info I do not give support with MSN/E-mail or Private Messages. |
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#35 (permalink) | |
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Registered User
Join Date: Apr 2009
Posts: 46
OS: Vista
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Re: Blockland mods; can you help me?
Quote:
Last edited by Tiber Septim; 09-19-2009 at 08:44 PM. Reason: codebox |
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#36 (permalink) |
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Senior Tech, Games Team
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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.
__________________
![]() Apps - CCleaner FireBug Network Mapper WinDirStat Process Explorer SpeedFan Info - Very Important NVIDIA Drivers ATI Drivers PSU Info I do not give support with MSN/E-mail or Private Messages. |
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