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Topics - Colonel_Ryan

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1
The Boozer / Game Screenshot Megathread :D
« on: July 03, 2010, 03:14:56 AM »
Post screenies from whatecer game you want :D
Do whatever you want too, like a story.

I'll start when I'm un-lazied. :P

2
Heck yeah guys!


Idea:
You fly around the map with a plane or something and then you complete missions all around the map, like eliminate some sarranid terrorists in a mall and so on and when you complete one mission the next appears.

Forum;
http://mnbmodernwarfare.forumotions.com/calradia-modern-warfare-2-f3/calradia-modern-warfare-2-t26.htm

Exilian thread;
http://s9.zetaboards.com/exilian?topic=7211513/1/


New updates.

Factions have been disscused, and we can formly reveal that they are:
SA, Swadian Army
SRIF, Sarranid Revolution Independance Fighters
UCCA, United Calradia Coalition Army
VSU, Vaegir Special Units
KMF, Khergistan Military Force

And this following ffeatures are done:
Scope for scouts (aka un-armed)
Scope for snipers.
Semi-auto guns (fires 3 bullets)

Following features that arent coded yet:
Mission code.
Auto-guns.

WIP codes:
RPG and Bazooka code.


Stay patiently for updates!



Features;
RPG's and Bazookas:



High res stuff:


Unique items:



Wicked scenes for missions:

The first mission in C:MW 2.
2 = Starting place for SA(Swadian Army) troops.
1 = Clean the city and get there!
This is the first mission in C:MW 2. That is sat up in US' invasion of FKU Sarranid.



Cheers,
-Ryan B)

3
The Boozer / The WM thread!
« on: June 11, 2010, 04:46:01 PM »


Oh yeah!
I had to!

South Africa vs. Mexico: 1 - 1
France vs. Uruguay 0 - 0
South Korea vs. Greece 2 - 0
Argentina vs. Nigeria 1 - 0
England vs. USA 1 - 1
Algeria 0-1 Slovenia
Ghana 1-0 Serbia

Need to look how that go.

Use this thread to WM-relevant stuff.
Oh and some beer(other..) stuff, like what beer that's best. :D


4
Oh yeah. Back in da business people 8)





Calradia: Modern Warfare 2 [Warband]

Factions are decided!
United Swadia
Khergistan
FKU(Former Khergit Union) Sarranid
Vaegir Federation
Rhodok Republic
Norland

Not so much to write now, but just want to start mah comeback.






5
M&B Mods - The Explorer's Society / Cold War: Red Lines of Earth
« on: April 23, 2010, 06:44:45 PM »


Awaiting history :D
1987.


Factions:
Warsaw pact
USA
NATO
Britain
The Mideastern Caolation

Team:
Colonel_Ryan: Model making, texturing, coding.
Dimos: Map making.
Moshtrooper: Hard Coding.
Boyninja: History maker
Lordryan: modeler


Screens are coming.

Regards,
Ryan

6
Tutorials / Automatic Guns
« on: March 31, 2010, 06:22:42 PM »
Got perm from cdvader to post it. So here guys.
The fully automatic gun script :D

module_mission_templates
Code: [Select]
automatic_fire_init = (
    ti_before_mission_start, 0, ti_once, [],
[
   (call_script, "script_autofire_reset_values"),
])

automatic_fire_test = (
    0.2, 0, 0,
[
   (key_is_down, key_left_mouse_button),
(neg|key_is_down, key_right_mouse_button),
(assign, "$has_item_equipped", 0),
(get_player_agent_no, ":player"),                
(call_script, "script_autofire_agent_try_for_items_equipped", ":player", "itm_amer_ar", "itm_union_smg"),
(eq, "$has_item_equipped", 1),
(agent_is_alive, ":player"),
(neg|agent_is_wounded, ":player"),
(eq, "$autofire_lock", 0),
],
[
        (assign, "$autofire_lock", 1),
       (try_begin),
        (gt, "$ammunition", 0),
        (try_for_agents, ":agent"),
       (get_player_agent_no, ":player"),
   (agent_get_position, pos3, ":player"),
       (position_move_x, pos3, 1),
       (position_move_y, pos3, 96),
       (position_move_z, pos3, 125),
   (particle_system_burst, "psys_muzzle_flash", pos3, 1), #You'll need to make your own muzzle flash particle system, it's rather simple.
           (play_sound, "snd_fullautotest"), #Change the sound to your liking
   (call_script, "script_autofire_get_agent_positions", ":player", ":agent"),
   (try_begin),
       (eq, "$autofire_damage", 1),
   (call_script, "script_autofire_damage_agent", ":player", ":agent", "psys_game_blood", 15, 10, 17), #Particle system not working yet
       (try_end),
                (val_sub, "$ammunition", 1),
   (try_end),
         (else_try),
            (eq, "$ammunition", 0),
            (agent_set_animation, ":player", "anim_reload_crossbow"), #Change the animation to your liking
            (assign, "$ammunition", 180),
         (try_end),      
    (assign, "$autofire_lock", 0),
])

autofire_ammo_init = ( #also needed, or you will enter scenes with no ammo.
ti_before_mission_start, 0, ti_once, [],

 [(get_player_agent_no, ":player"),
  (agent_has_item_equipped, "itm_cartridges"),
  (assign, "$ammunition", 180),
   ])

module_scripts
Code: [Select]
#Autofire script by cdvader and Rize---------------------------------------------------------
#script_autofire_damage_agent
#Input 1: Damager.
#Input 2: Agent.
#Input 3: Particle System Burst.
#Input 4: Particle System Burst Power.
#Input 5: Random damage value BEGIN.
#Input 6: Random damage value END.
#Output: Damage.
("autofire_damage_agent",
[
   (store_script_param, ":player", 1),
(store_script_param, ":agent", 2),
(store_script_param, ":psys", 3),
(store_script_param, ":psys_power", 4),
(store_script_param, ":l_range", 5),
(store_script_param, ":h_range", 6),                
(try_begin),
   (agent_get_position, pos1, ":agent"),
                    (agent_get_position, pos2, ":player"),
                    (neg|position_is_behind_position, pos1, pos2),
(particle_system_burst, ":psys", pos1, ":psys_power"),
   (store_agent_hit_points, ":hp", ":agent", 1),
(store_random_in_range, ":rand", ":l_range", ":h_range"),
(val_sub, ":hp", ":rand"),
(val_max, ":hp", 0),
(neq, ":agent", ":player"),
(agent_is_alive, ":agent"),
(agent_set_hit_points, ":agent", ":hp", 1),
(assign, reg1, ":hp"),
(try_begin),
(gt, reg1, 0),
(display_message, "@Delivered {reg1} damage."),
(try_end),
(try_begin),
   (lt, ":hp", 1),
(agent_deliver_damage_to_agent, ":player", ":agent"),
(try_end),                  
(try_end),
]),

    #script_autofire_agent_has_item_equipped
#Input 1: Agent.
#Input 2: Weapon item.
#Output: $has_item_equipped variable.
("autofire_agent_has_item_equipped",
[
   (store_script_param, ":agent", 1),
(store_script_param, ":item", 2),
(try_begin),
   (agent_get_wielded_item, ":w_item", ":agent", 0),
(eq, ":w_item", ":item"),
(assign, "$has_item_equipped", 1),
(else_try),
   (assign, "$has_item_equipped", 0),
(try_end),
]),

#script_autofire_agent_try_for_items_equipped
#Input 1: Agent.
#Input 2: Weapon item BEGIN.
#Input 3: Weapon item END.
#Output: $has_item_equipped variable.
("autofire_agent_try_for_items_equipped",
[
   (store_script_param, ":agent", 1),
(store_script_param, ":item_begin", 2),
(store_script_param, ":item_end", 3),
(try_for_range, ":all_items", ":item_begin", ":item_end"),
(agent_get_wielded_item, ":w_item", ":agent", 0),
(is_between, ":w_item", ":all_items"),
(assign, "$has_item_equipped", 1),
(else_try),
   (agent_get_wielded_item, ":w_item", ":agent", 0),
(eq, ":w_item", ":item_begin"),
(assign, "$has_item_equipped", 1),
(else_try),
   (agent_get_wielded_item, ":w_item", ":agent", 0),
(eq, ":w_item", ":item_end"),
(assign, "$has_item_equipped", 1),
                (else_try),
                    (troop_get_type, ":walker", ":agent"),
                    (eq, ":walker", tf_walker),
                    (assign, "$has_item_equipped", 1),
(else_try),
   (assign, "$has_item_equipped", 0),
(try_end),
]),

#script_autofire_reset_values
#Input: None.
#Output: Resetted values.
("autofire_reset_values",
[
#(assign, "$dist_val", 100),
   (assign, "$autofire_lock", 0),
   (assign, "$autofire_damage", 0),
(assign, "$has_item_equipped", 0),
]),

    #script_autofire_get_agent_positions
#Input 1: Shooter.
#Input 2: Agent.
#Output: Positions.
("autofire_get_agent_positions",
[
   (store_script_param, ":player", 1),
(store_script_param, ":agent", 2),
   (agent_get_look_position, pos1, ":player"),
(agent_get_position, pos2, ":agent"),
               (agent_get_position, pos3, ":player"),
(get_distance_between_positions, ":dist", pos1, pos2),
#(assign, "$dist_val", 100),
               (get_distance_between_positions, ":range", pos2, pos3),
               (lt, ":range", 2000), #Increase range here
(try_begin),
   (neq, ":agent", ":player"),
   (lt, ":dist", 100),
(assign, "$autofire_damage", 1),
(else_try), #TODO: Fix this try_for_range loop to drastically decrease the size of the script.
   #(try_for_range, reg2, 0, 250),
   #    (neq, ":agent", ":player"),
   #    (position_move_y, pos1, 100),
#    (position_move_z, pos1, -100),
#    (get_distance_between_positions, ":dist", pos1, pos2),
# (val_add, "$dist_val", 100),
# (lt, ":dist", "$dist_val"),
#    (assign, "$autofire_damage", 1),
   #(try_end),
(neq, ":agent", ":player"),
(position_move_y, pos1, 100),
(position_move_z, pos1, -100),
(get_distance_between_positions, ":dist", pos1, pos2),
                        (neg|position_is_behind_position, pos2, pos1),
(lt, ":dist", 200),
(assign, "$autofire_damage", 1),
(else_try),
(neq, ":agent", ":player"),
(position_move_y, pos1, 100),
(position_move_z, pos1, -100),
(get_distance_between_positions, ":dist", pos1, pos2),
                        (neg|position_is_behind_position, pos2, pos1),
(lt, ":dist", 300),
(assign, "$autofire_damage", 1),
(else_try),
(neq, ":agent", ":player"),
(position_move_y, pos1, 100),
(position_move_z, pos1, -100),
(get_distance_between_positions, ":dist", pos1, pos2),
(neg|position_is_behind_position, pos2, pos1),
                        (lt, ":dist", 400),
(assign, "$autofire_damage", 1),
                (else_try),
(neq, ":agent", ":player"),
(position_move_y, pos1, 100),
(position_move_z, pos1, -100),
(get_distance_between_positions, ":dist", pos1, pos2),
(lt, ":dist", 500),
                        (neg|position_is_behind_position, pos2, pos1),
(assign, "$autofire_damage", 1),
(else_try),
(neq, ":agent", ":player"),
(position_move_y, pos1, 100),
(position_move_z, pos1, -100),
(get_distance_between_positions, ":dist", pos1, pos2),
                        (neg|position_is_behind_position, pos2, pos1),
(lt, ":dist", 600),
(assign, "$autofire_damage", 1),
(else_try),
(neq, ":agent", ":player"),
(position_move_y, pos1, 100),
(position_move_z, pos1, -100),
(get_distance_between_positions, ":dist", pos1, pos2),
                        (neg|position_is_behind_position, pos2, pos1),
(lt, ":dist", 700),
(assign, "$autofire_damage", 1),
(else_try),
(neq, ":agent", ":player"),
(position_move_y, pos1, 100),
(position_move_z, pos1, -100),
(get_distance_between_positions, ":dist", pos1, pos2),
                        (neg|position_is_behind_position, pos2, pos1),
(lt, ":dist", 800),
(assign, "$autofire_damage", 1),
(else_try),
(neq, ":agent", ":player"),
(position_move_y, pos1, 100),
(position_move_z, pos1, -100),
(get_distance_between_positions, ":dist", pos1, pos2),
                        (neg|position_is_behind_position, pos2, pos1),
(lt, ":dist", 900),
(assign, "$autofire_damage", 1),
(else_try),
(neq, ":agent", ":player"),
(position_move_y, pos1, 100),
(position_move_z, pos1, -100),
(get_distance_between_positions, ":dist", pos1, pos2),
                        (neg|position_is_behind_position, pos2, pos1),
(lt, ":dist", 1000),
(assign, "$autofire_damage", 1),
(else_try),
   (assign, "$autofire_damage", 0),
(try_end),
]),
#---------------------------------------------------------

7
M&B Mods - The Explorer's Society / World War 2
« on: March 30, 2010, 11:44:14 PM »






Factions:
USA
England
Japan
Russia
Nazi-Germany

Features:
Artillery cannons
Realism
New map icons
MAP OF THE WORLD
Uhhmm more later.

Team:
Colonel_Ryan: CO-Leader, scripter, modeler, texturer.
Dimos: CO-Leader, map maker, scripter.
Trydaleion: Texturer, revisor and researcher

Credits:
Highlander :ninja:
Cdvader :knight:

Models:
Spoiler: click to toggle


Screenies will come

Greetings,
Ryan.

Oh and:
Spoiler: click to toggle

9
http://news.bbc.co.uk/2/hi/americas/8540289.stm
 :blink:
Quote from: "BBC"
A massive earthquake has hit central Chile and killed at least 147 people, though the toll is expected to rise.

The 8.8 quake caused widespread damage, destroying buildings, bridges and roads in many areas, including the capital where a chemical plant caught fire.

President Michelle Bachelet declared a "state of catastrophe" in affected areas and appealed for calm.

A tsumami set off by the quake has triggered warnings in Pacific countries from Japan to New Zealand.

Sirens warned people to move to higher ground in French Polynesia and Hawaii.

The earthquake struck at 0634 GMT, 115km (70 miles) north-east of the city of Concepcion and 325km south-west of the capital Santiago. It is the biggest to hit Chile in 50 years.

Local journalists in the region of Maule said 85 had died there.

Deaths were also in reported in the regions of Santiago, O'Higgins, Biobio, Araucania and Valparaiso.

National television said it estimated that at least 150 people had been killed.

Television pictures showed a major bridge at Concepcion had collapsed into the Biobio river.

Rescue teams are finding it difficult to reach Concepcion because of damage to infrastructure, national television reported.

Aftershocks

In Santiago, where at least 13 people were killed, several buildings collapsed - including a car park where dozens of cars were smashed.

A fire at a chemical plant in the outskirts of the capital forced the evacuation of the neighbourhood.


Damage to Santiago international airport's terminal will keep it closed for at least 72 hours, officials said. Flights are being diverted to Mendoza in Argentina.

President Bachelet said: "People should remain calm. We're doing everything we can with all the forces we have."

Ms Bachelet said a "wave of large proportion" had affected the Juan Fernandez island group, reaching halfway into one inhabited area. Three people there are missing, local media say. Two aid ships are reported to be on their way.

One resident of Chillan, 100km from the epicentre, told Chilean television the shaking there lasted about two minutes.

Other residents of Chillan and Curico said communications were down but running water was still available.

Many of Chile's news websites and radio stations are still not accessible.

In Washington, President Barack Obama said the US had aid resources in position to deploy should the Chilean government ask for help.

The US Geological Survey (USGS) said the earthquake struck at a depth of about 35km.

It also recorded at least eight aftershocks, the largest of 6.9 magnitude at 0801 GMT.

The USGS said tsunami effects had been observed at Valparaiso, west of Santiago, with a wave height of 1.69m above normal sea level.

One journalist speaking to Chilean national television from the city of Temuco, 600km south of Santiago, said many people there had left their homes, determined to spend the rest of the night outside. Some people on the streets were in tears.

Chile is highly vulnerable to earthquakes as it is situated on the Pacific "Rim of Fire", on the edge of the Pacific and South American plates.

Chile suffered the biggest earthquake of the 20th century when a 9.5 magnitude quake struck the city of Valdivia in 1960, killing 1,655 people.


Poor people :-/

Quote from: "Records"
POWERFUL EARTHQUAKES
Haiti, 12 Jan 2010: About 230,000 people die after shallow 7.0 magnitude quake
Sumatra, Indonesia, 26 Dec 2004: 9.2 magnitude. Triggers Asian tsunami that kills nearly 250,000 people
Alaska, US, 28 March 1964: 9.2 magnitude; 128 people killed. Anchorage badly damaged
Chile, south of Concepcion, 22 May 1960: 9.5 magnitude. About 1,655 deaths. Tsunami hits Hawaii and Japan
Kamchatka, NE Russia, 4 Nov 1952: 9.0 magnitude

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