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Age/Gender: n/a, Male
Location: Newgrounds.com
Job: unreal ed/powerpoint
Hay guys! i just chillin buildin levels n s***. but just because im a powerpointer doesnt mean ill just quit. it means im here to stay for a bit. *a-boo-ba-boo-chi a-boo-ba-boo-chi*
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just did my first couple of skins, one is a hacked off of a hacked mj12 commando skin, and the 2nd, was something i put together from scratch,i think i did pretty good but, their are certain... places of this, seeing how im giving original .pcx's and sutff, that i am trusting you viewers not to fap it off to it, im serious. :P kinda. oh yeah, and if you can figure out how to decipher its crazy coding and you want it, either gimme your damn email or here's the code for it, named her maple, and the other markistan commando. EDIT: now i will be displaying all of my textures i have made for markistan (excluding snow and other sprites)
here's my email n stuff.
whitechocolatechipclock@gmail.com
current list of friends/fans:
groupthekiller
straightpimpin1
darkdragon
mintccc
goozo
snowman
1337 leader
pupart
karlu20
theicecubeclock
venom 9000
lunardragon96
sparkwattclock
buster1
cyberdevil
paradox saint
GOTHCLAWZ
excuse
sgt brain dead
xXsnowbladeXx
CARNAGE13
walter wagner
stick master
jimmy saint
spax clock
michaelsetiyawan
icrick
ryanbrutis
//====================================
======================================
===
// Maple.
//====================================
======================================
===
class Maple extends HumanCivilian;
defaultproperties
{
CarcassType=Class'Markistan.MapleCarca ss'
WalkingSpeed=0.320000
bImportant=True
BaseAssHeight=-18.000000
walkAnimMult=0.650000
bIsFemale=True
GroundSpeed=120.000000
BaseEyeHeight=38.000000
Mesh=LodMesh'DeusExCharacters.GFM_Dres s'
MultiSkins(0)=Texture'Markistan.Skins.
MapleTex0'
MultiSkins(1)=Texture'Markistan.Skins.
MapleTex3'
MultiSkins(2)=Texture'Markistan.Skins.
MapleTex2'
MultiSkins(3)=Texture'Markistan.Skins.
MapleTex1'
MultiSkins(4)=Texture'Markistan.Skins.
MapleTex2'
MultiSkins(5)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(6)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(7)=Texture'Markistan.Misc.M apleTex0'
CollisionRadius=20.000000
CollisionHeight=43.000000
BindName="Maple"
FamiliarName="Maple"
UnfamiliarName="Woman"
Health=175
}
//====================================
======================================
===
// MapleCarcass.
//====================================
======================================
===
class MapleCarcass extends DeusExCarcass;
defaultproperties
{
Mesh2=LodMesh'DeusExCharacters.GFM_Dre ss_CarcassB'
Mesh3=LodMesh'DeusExCharacters.GFM_Dre ss_CarcassC'
Mesh=LodMesh'DeusExCharacters.GFM_Dres s_Carcass'
MultiSkins(0)=Texture'Markistan.Skins.
MapleTex0'
MultiSkins(1)=Texture'Markistan.Skins.
MapleTex3'
MultiSkins(2)=Texture'Markistan.Skins.
MapleTex2'
MultiSkins(3)=Texture'Markistan.Skins.
MapleTex1'
MultiSkins(4)=Texture'Markistan.Skins.
MapleTex2'
MultiSkins(5)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(6)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(7)=Texture'Markistan.Misc.M apleTex0'
}
its got is own running program, sounds, textures, actors, weather (it rains hailballs full of cash) and now, companion cube has its own skin too!!! and to celecbrate, i have officially asked companion cube to marry me, no response yet... oh yes, and to play the mod you need these mods: redsun2020, zodiac, hotelcarone, tactical, housearrest (or at least the track) and of course, markistan. once you've done all this, copy all of the .u files from their systems, paste em in your deusex/system, and then make them ALL hooked up as official edit packages, then ask me and ill email it to ya. EDIT: oh yeah, ive been doin some coding too, trained by dxediting.com, here's some of my fav's, i got like 40 more actors of these.
here's my email n stuff.
whitechocolatechipclock@gmail.com
current list of friends/fans:
groupthekiller
straightpimpin1
darkdragon
mintccc
goozo
snowman
1337 leader
pupart
karlu20
theicecubeclock
venom 9000
lunardragon96
sparkwattclock
buster1
cyberdevil
paradox saint
GOTHCLAWZ
excuse
sgt brain dead
xXsnowbladeXx
CARNAGE13
walter wagner
stick master
jimmy saint
spax clock
michaelsetiyawan
icrick
ryanbrutis
durrent fav. codes as follow:
Blizzard maker+Hail Chunk
hacked rainmaker and raindrop
//
//
//
class BlizzardMaker extends effects;
var() int MaxChunks;
var() float HailDensity;
var int ChunkCount;
var float dropDistance;
var float timer;
var float Droptime;
function Tick(float deltaTime)
{
local float distance;
local int direction;
local HailChunk Chunk;
local vector loc;
local rotator r;
// spawn a drop if needs be
if (ChunkCount>=MaxChunks)
return;
timer+=deltaTime;
if (timer<droptime)
return;
// spawn that drop in a random location
direction=Rand(65535);
distance=FRand()*CollisionRadius;
r=RotRand();
r.Pitch=0;
r.Roll=0;
loc=Location+(Normal(Vector(r))*distan ce);
Chunk=Spawn(class'HailChunk',,,loc);
if (Chunk==none)
return;
timer=0.0;
Chunk.DrawScale=0.75+(FRand()*0.2);
Chunk.Scaleglow=0.1+(FRand()*0.3);
Chunk.master=self;
Chunk.Mass*=(1.0+(Chunk.drawScale*3));
Chunk.Velocity=vect(0,0,-32);
ChunkCount++;
Chunk.textureNum=Rand(3);
//Chunk.skin=tex[i];
droptime=1.05-HailDensity;
}
function PostBeginPlay()
{
local vector start,end,hl,hn;
local Actor A;
local bool bFoundFloor;
super.PostBeginPlay();
start=Location;
end=Location+Vect(0,0,-2048);
do
{
A=Trace(hl,hn,end,start);
if (A==Level)
{
bFoundFloor=true;
dropdistance=VSize(Location-hl);
}
else
{
start=hl;
if (A==none || start==end)
bFoundFloor=true;
}
} until (bFoundFloor);
}
function LoseADrop()
{
ChunkCount--;
}
defaultproperties
{
MaxChunks=256
HailDensity=36.000000
bHidden=True
DrawType=DT_Sprite
Texture=Texture'Engine.S_Inventory'
CollisionRadius=3072.000000
CollisionHeight=2.000000
bCollideActors=True
}
//
//
//
class HailChunk extends effects;
var BlizzardMaker master;
var texture t;
var float life;
var int textureNum;
var texture tex[21];
var DeusExPlayer player;
function tick(float deltaTime)
{
super.Tick(deltatime);
life+=deltaTime;
if (life>20.0 || (VSize(Velocity)<1.0 && life>0.8) )
{
master.LoseADrop();
Destroy();
}
// update texture
UpdateTexture();
}
simulated function HitWall (vector HitNormal, actor HitWall)
{
if (life<0.8)
return;
master.LoseADrop();
Destroy();
}
function UpdateTexture()
{
local int f;
if (player==none)
player=DeusExPlayer(GetPlayerPawn());
// choose a texture based on textureNum and player viewrotation.pitch
f=player.viewRotation.Pitch;
if (f>12000 && f<18200)
texture=tex[0];
else if (f>6000 && f<12000)
texture=tex[1];
else if (f>0 && f<6000)
texture=tex[2];
else if (f<65535 && f>60074)
texture=tex[3];
else if (f<60074 && f>54613)
texture=tex[4];
else if (f>49100 && f<54613)
texture=tex[5];
}
defaultproperties
{
Tex(0)=Texture'Markistan.Skins.SnowBal lTex1'
Tex(1)=Texture'Markistan.Skins.SnowBal lTex1'
Tex(2)=Texture'Markistan.Skins.SnowBal lTex1'
Tex(3)=Texture'Markistan.Skins.SnowBal lTex1'
Tex(4)=Texture'Markistan.Skins.SnowBal lTex1'
Tex(5)=Texture'Markistan.Skins.SnowBal lTex1'
Physics=PHYS_Falling
DrawType=DT_Mesh
Style=STY_Normal
Texture=Texture'Markistan.Skins.SnowBa llTex1'
DrawScale=0.800000
ScaleGlow=0.500000
CollisionRadius=5.000000
CollisionHeight=5.000000
bCollideWorld=True
bCollideActors=True
Mass=0.500000
Mesh=LodMesh'DeusExDeco.Basketball'
Skin=Texture'Markistan.Skins.SnowBallT ex1'
bBlockActors=True
bBlockPlayers=True
}
CompanionCube and Companion
(hacked metal crate and hacked fly, one's for lifting, one's for talking)
//====================================
======================================
===
// CompanionCube.
//====================================
======================================
===
class CompanionCube extends Containers;
#exec TEXTURE IMPORT NAME="CompanionSkin" FILE="C:\DeusEx\Markistan\MarkistanTex tures\CompanionTex1.pcx" GROUP=Skins
defaultproperties
{
HitPoints=25
bExplosive=True
explosionDamage=999
explosionRadius=64.000000
ItemName="Companion Cube"
bBlockSight=True
Mesh=LodMesh'DeusExDeco.CrateUnbreakab leSmall'
CollisionRadius=22.500000
CollisionHeight=16.000000
Mass=1.000000
Buoyancy=999.000000
BInvincible=True
Skin=Texture'Markistan.Skins.Companion Skin'
Texture=Texture'Markistan.Skins.Compan ionSkin'
MultiSkins(0)=Texture'Markistan.Skins.
CompanionSkin'
}
//====================================
======================================
===
// Companion.
//====================================
======================================
===
class Companion extends Animal;
function bool IsNearHome(vector position)
{
local bool bNear;
bNear = true;
if (bUseHome)
if (VSize(HomeLoc-position) > HomeExtent)
bNear = false;
return bNear;
}
function ReactToInjury(Pawn instigatedBy, Name damageType, EHitLocation hitPos) {}
state Wandering
{
event HitWall(vector HitNormal, actor HitWall)
{
local rotator dir;
local float elasticity;
local float minVel, maxHVel;
local vector tempVect;
elasticity = 0.3;
Velocity = elasticity*((Velocity dot HitNormal) * HitNormal * (-2.0) + Velocity);
DesiredRotation = Rotation;
}
function Tick(float deltaTime)
{
Super.Tick(deltatime);
}
function vector PickDirection()
{
local vector dirVector;
local rotator rot;
if (!IsNearHome(Location))
dirVector = Normal(homeLoc - Location)*AirSpeed*4;
else
dirVector = Velocity;
dirVector += VRand()*AirSpeed*2;
dirVector = Normal(dirVector);
rot = Rotator(dirVector);
if (VSize(Velocity) <a irSpeed*0.5)
{
Acceleration = dirVector*AirSpeed;
SetRotation(rot);
}
return vector(rot)*200+Location;
}
function BeginState()
{
Super.BeginState();
BlockReactions();
Acceleration = vector(Rotation)*AccelRate;
}
Begin:
bBounce = True;
destPoint = None;
MoveTo(Location+Vector(Rotation)*(Coll isionRadius+5), 1);
Init:
bAcceptBump = false;
TweenToWalking(0.15);
WaitForLanding();
FinishAnim();
Wander:
PlayWalking();
Moving:
TurnTo(PickDirection());
Sleep(0.0);
Goto('Moving');
ContinueWander:
ContinueFromDoor:
PlayWalking();
Goto('Wander');
}
function PlayWalking()
{
LoopAnimPivot('Still');
}
function TweenToWalking(float tweentime)
{
TweenAnimPivot('Still', tweentime);
}
// Approximately five million stubbed out functions...
function PlayRunningAndFiring() {}
function TweenToShoot(float tweentime) {}
function PlayShoot() {}
function TweenToAttack(float tweentime) {}
function PlayAttack() {}
function PlayPanicRunning() {}
function PlaySittingDown() {}
function PlaySitting() {}
function PlayStandingUp() {}
function PlayRubbingEyesStart() {}
function PlayRubbingEyes() {}
function PlayRubbingEyesEnd() {}
function PlayStunned() {}
function PlayFalling() {}
function PlayLanded(float impactVel) {}
function PlayDuck() {}
function PlayRising() {}
function PlayCrawling() {}
function PlayPushing() {}
function PlayFiring() {}
function PlayTakingHit(EHitLocation hitPos) {}
function PlayTurning() {}
function TweenToRunning(float tweentime) {}
function PlayRunning() {}
function TweenToWaiting(float tweentime) {}
function PlayWaiting() {}
function TweenToSwimming(float tweentime) {}
function PlaySwimming() {}
defaultproperties
{
WalkingSpeed=1.000000
bHasShadow=False
bHighlight=False
bSpawnBubbles=False
bCanFly=True
GroundSpeed=100.000000
WaterSpeed=100.000000
AirSpeed=100.000000
AccelRate=500.000000
JumpZ=0.000000
MaxStepHeight=1.000000
MinHitWall=0.000000
BaseEyeHeight=1.000000
Health=1
UnderWaterTime=20.000000
AttitudeToPlayer=ATTITUDE_Follow
bTransient=False
Physics=PHYS_Flying
DrawType=DT_Sprite
Mesh=None
DrawScale=1.400000
SoundRadius=6
SoundVolume=128
AmbientSound=None
CollisionRadius=2.000000
CollisionHeight=1.000000
bBlockActors=False
bBlockPlayers=False
bBounce=True
Mass=0.100000
Buoyancy=0.100000
RotationRate=(Pitch=16384,Yaw=100000)
BindName="CompanionCube"
FamiliarName="Companion Cube"
UnfamiliarName="???"
Orders=Standing
bInvincible=True
Texture=FireTexture'Effects.Fire.OneFl ame_G'
bHidden=True
}
markuswallet, dollar, fivedollars, and ten dollars,
(base code by iammeco additional coding by wccc and the dollars are hacked credits)
//====================================
============\\
//| Author: IAMME (C) |\\
//| Title: Nano Wallet |\\
//| Function: Can store and give credit chits. |\\
//====================================
============\\
class MarkusWallet extends DeusExWeapon;
var byte XMode;
auto state Pickup
{
function Frob(Actor Frobber, Inventory frobWith)
{
local DeusExPlayer F;
super.Frob(Frobber, frobWith);
F = DeusExPlayer(Frobber);
if (F != none)
{
F.ClientMessage("|p2Use Laser to give out creds or use Scope to show the number of credits you have");
}
}
}
function ScopeToggle()
{
local DeusExPlayer P;
P = DeusExPlayer(Owner);
if (XMode == 0)
{
XMode = 1;
P.ClientMessage("Nanites Set to 5$.");
return;
}
if (XMode == 1)
{
XMode = 2;
P.ClientMessage("Nanites set to 10$.");
return;
}
if (XMode == 2)
{
XMode = 0;
P.ClientMessage("Nanites set to 1$.");
return;
}
}
function LaserToggle()
{
local DeusExPlayer P;
if (XMode == 0)
{
P = DeusExPlayer(Owner);
if (P.Credits >= 1)
{
Spawn(class'Markistan.Dollar',,,P.Loca tion);
P.Credits += -1;
P.ClientMessage("1 Dollar dropped.");
}
}
if (XMode == 1)
{
P = DeusExPlayer(Owner);
if (P.Credits >= 5)
{
Spawn(class'Markistan.FiveDollars',,,P .Location);
P.Credits += -5;
P.ClientMessage("5 Dollars dropped.");
}
}
if (XMode == 2)
{
P = DeusExPlayer(Owner);
if (P.Credits >= 10)
{
Spawn(class'Markistan.TenDollars',,,P.
Location);
P.Credits += -10;
P.ClientMessage("10 Dollars dropped.");
}
}
}
defaultproperties
{
NoiseLevel=0.000000
EnviroEffective=ENVEFF_Air
ShotTime=0.000000
reloadTime=0.000000
HitDamage=0
maxRange=128
AccurateRange=128
bHasScope=True
bHasLaser=True
bInstantHit=True
InventoryGroup=152
ItemName="Nano Wallet"
PlayerViewOffset=(X=20.000000,Y=-2.000 000,Z=-30.000000)
PlayerViewMesh=LodMesh'DeusExItems.Cre dits'
PickupViewMesh=LodMesh'DeusExItems.Cre dits'
ThirdPersonMesh=LodMesh'DeusExItems.Cr edits'
Icon=Texture'DeusExUI.Icons.BeltIconCr edits'
Description="A wallet using nanite-credit integrated technology to dispense credit amounts of either 1 or 5 controlled by toggle laser and toggle scope, handy for paying people :)."
beltDescription="WALLET"
Texture=FireTexture'Effects.liquid.amb rosia_SFX'
Skin=FireTexture'Effects.liquid.ambros ia_SFX'
Mesh=LodMesh'DeusExItems.Credits'
CollisionRadius=7.000000
CollisionHeight=0.550000
}
//====================================
======================================
===
// Dollar.
//====================================
======================================
===
class Dollar extends DeusExPickup;
#exec TEXTURE IMPORT NAME="DollarTex1" FILE="C:\DeusEx\Markistan\MarkistanTex tures\DollarTex1.pcx" GROUP=Skins
var localized String msgCreditsAdded;
auto state Pickup
{
function Frob(Actor Frobber, Inventory frobWith)
{
local DeusExPlayer player;
player = DeusExPlayer(Frobber);
if (player != none)
{
player.Credits += 1;
player.ClientMessage(msgCreditsAdded);
player.FrobTarget = None;
Destroy();
}
}
}
defaultproperties
{
msgCreditsAdded="1 dollar added to your wallet."
ItemName="$1"
PlayerViewOffset=(X=30.000000,Z=-12.00 0000)
PlayerViewMesh=LodMesh'DeusExItems.Cre dits'
PickupViewMesh=LodMesh'DeusExItems.Cre dits'
ThirdPersonMesh=LodMesh'DeusExItems.Cr edits'
LandSound=Sound'DeusExSounds.Generic.P lasticHit1'
Icon=Texture'DeusExUI.Icons.BeltIconCr edits'
beltDescription="CREDITS"
Mesh=LodMesh'DeusExItems.Credits'
CollisionRadius=7.000000
CollisionHeight=0.550000
Mass=2.000000
Buoyancy=3.000000
Skin=Texture'Markistan.Skins.DollarTex 1'
}
//====================================
======================================
===
// FiveDollars.
//====================================
======================================
===
class FiveDollars extends DeusExPickup;
#exec TEXTURE IMPORT NAME="DollarTex2" FILE="C:\DeusEx\Markistan\MarkistanTex tures\DollarTex2.pcx" GROUP=Skins
var localized String msgCreditsAdded;
auto state Pickup
{
function Frob(Actor Frobber, Inventory frobWith)
{
local DeusExPlayer player;
player = DeusExPlayer(Frobber);
if (player != none)
{
player.Credits += 5;
player.ClientMessage(msgCreditsAdded);
player.FrobTarget = None;
Destroy();
}
}
}
defaultproperties
{
msgCreditsAdded="5 dollars added to your wallet."
ItemName="$5"
PlayerViewOffset=(X=30.000000,Z=-12.00 0000)
PlayerViewMesh=LodMesh'DeusExItems.Cre dits'
PickupViewMesh=LodMesh'DeusExItems.Cre dits'
ThirdPersonMesh=LodMesh'DeusExItems.Cr edits'
LandSound=Sound'DeusExSounds.Generic.P lasticHit1'
Icon=Texture'DeusExUI.Icons.BeltIconCr edits'
beltDescription="CREDITS"
Mesh=LodMesh'DeusExItems.Credits'
CollisionRadius=7.000000
CollisionHeight=0.550000
Mass=2.000000
Buoyancy=3.000000
Skin=Texture'Markistan.Skins.DollarTex 2'
}
//====================================
======================================
===
// TenDollars.
//====================================
======================================
===
class TenDollars extends DeusExPickup;
#exec TEXTURE IMPORT NAME="DollarTex3" FILE="C:\DeusEx\Markistan\MarkistanTex tures\DollarTex3.pcx" GROUP=Skins
var localized String msgCreditsAdded;
auto state Pickup
{
function Frob(Actor Frobber, Inventory frobWith)
{
local DeusExPlayer player;
player = DeusExPlayer(Frobber);
if (player != none)
{
player.Credits += 10;
player.ClientMessage(msgCreditsAdded);
player.FrobTarget = None;
Destroy();
}
}
}
defaultproperties
{
msgCreditsAdded="10 dollars added to your wallet."
ItemName="$10"
PlayerViewOffset=(X=30.000000,Z=-12.00 0000)
PlayerViewMesh=LodMesh'DeusExItems.Cre dits'
PickupViewMesh=LodMesh'DeusExItems.Cre dits'
ThirdPersonMesh=LodMesh'DeusExItems.Cr edits'
LandSound=Sound'DeusExSounds.Generic.P lasticHit1'
Icon=Texture'DeusExUI.Icons.BeltIconCr edits'
beltDescription="CREDITS"
Mesh=LodMesh'DeusExItems.Credits'
CollisionRadius=7.000000
CollisionHeight=0.550000
Mass=2.000000
Buoyancy=3.000000
Skin=Texture'Markistan.Skins.DollarTex 3'
sunlight, basically a super heavy duty light, hacked for maximum brightness, good for outdoors during day.
//====================================
======================================
===
// The sunlight class.
//====================================
======================================
===
class SunLight extends Light;
#exec Texture Import File=C:\DeusEx\Markistan\MarkistanText ures\SunLight.pcx Name=SunLight
defaultproperties
{
bStatic=True
bHidden=True
bNoDelete=True
bMovable=False
Texture=Texture'Markistan.SunLight'
CollisionRadius=24.000000
CollisionHeight=24.000000
LightType=LT_Steady
LightBrightness=255
LightSaturation=255
LightRadius=255
LightPeriod=32
LightCone=128
VolumeBrightness=64
LightEffect_LECylinder
}
mountdain dew, mountain dew code red, and mountain dew game fuel:
//====================================
======================================
===
// MountainDew.
//====================================
======================================
===
class MountainDew extends DeusExPickup;
state Activated
{
function Activate()
{
// can't turn it off
}
function BeginState()
{
local DeusExPlayer player;
Super.BeginState();
player = DeusExPlayer(Owner);
if (player != None)
player.HealPlayer(15, False);
PlaySound(sound'MaleBurp');
UseOnce();
}
Begin:
}
defaultproperties
{
maxCopies=6
bCanHaveMultipleCopies=True
InventoryGroup=149
bActivatable=True
ItemName="Mountain Dew"
ItemArticle="some"
PlayerViewOffset=(X=30.000000,Z=-12.00 0000)
PlayerViewMesh=LodMesh'DeusExItems.Sod acan'
PickupViewMesh=LodMesh'DeusExItems.Sod acan'
ThirdPersonMesh=LodMesh'DeusExItems.So dacan'
LandSound=Sound'DeusExSounds.Generic.M etalHit1'
Icon=Texture'DeusExUI.Icons.BeltIconSo daCan'
largeIcon=Texture'DeusExUI.Icons.Large IconSodaCan'
largeIconWidth=24
largeIconHeight=45
Description="This is a can of awesome. Regular flavor."
beltDescription="DEW"
Mesh=LodMesh'DeusExItems.Sodacan'
CollisionRadius=3.000000
CollisionHeight=4.500000
Mass=5.000000
Buoyancy=3.000000
}
//====================================
======================================
===
// MountainDewCR.
//====================================
======================================
===
class MountainDewCR extends DeusExPickup;
state Activated
{
function Activate()
{
// can't turn it off
}
function BeginState()
{
local DeusExPlayer player;
Super.BeginState();
player = DeusExPlayer(Owner);
if (player != None)
player.HealPlayer(30, False);
PlaySound(sound'MaleBurp');
UseOnce();
}
Begin:
}
defaultproperties
{
maxCopies=6
bCanHaveMultipleCopies=True
InventoryGroup=150
bActivatable=True
ItemName="Mountain Dew Code Red"
ItemArticle="some"
PlayerViewOffset=(X=30.000000,Z=-12.00 0000)
PlayerViewMesh=LodMesh'DeusExItems.Sod acan'
PickupViewMesh=LodMesh'DeusExItems.Sod acan'
ThirdPersonMesh=LodMesh'DeusExItems.So dacan'
LandSound=Sound'DeusExSounds.Generic.M etalHit1'
Icon=Texture'DeusExUI.Icons.BeltIconSo daCan'
largeIcon=Texture'DeusExUI.Icons.Large IconSodaCan'
largeIconWidth=24
largeIconHeight=45
Description="This is a can of awesome. Code red edition, cherry flavor."
beltDescription="DEWCR"
Mesh=LodMesh'DeusExItems.Sodacan'
CollisionRadius=3.000000
CollisionHeight=4.500000
Mass=5.000000
Buoyancy=3.000000
}
//====================================
======================================
===
// MountainDewGF.
//====================================
======================================
===
class MountainDewGF extends DeusExPickup;
state Activated
{
function Activate()
{
// can't turn it off
}
function BeginState()
{
local DeusExPlayer player;
Super.BeginState();
player = DeusExPlayer(Owner);
if (player != None)
player.HealPlayer(50, False);
PlaySound(sound'MaleBurp');
UseOnce();
}
Begin:
}
defaultproperties
{
maxCopies=6
bCanHaveMultipleCopies=True
InventoryGroup=151
bActivatable=True
ItemName="Mountain Dew Game Fuel"
ItemArticle="some"
PlayerViewOffset=(X=30.000000,Z=-12.00 0000)
PlayerViewMesh=LodMesh'DeusExItems.Sod acan'
PickupViewMesh=LodMesh'DeusExItems.Sod acan'
ThirdPersonMesh=LodMesh'DeusExItems.So dacan'
LandSound=Sound'DeusExSounds.Generic.M etalHit1'
Icon=Texture'DeusExUI.Icons.BeltIconSo daCan'
largeIcon=Texture'DeusExUI.Icons.Large IconSodaCan'
largeIconWidth=24
largeIconHeight=45
Description="This is a can of awesome. GameFuel Edition, cherry-orange flavor."
beltDescription="DEWGF"
Mesh=LodMesh'DeusExItems.Sodacan'
CollisionRadius=3.000000
CollisionHeight=4.500000
Mass=5.000000
Buoyancy=3.000000
}
all three of my awesome krypt bots...
//====================================
======================================
===
// KryptBot.
//====================================
======================================
===
class KryptBot extends Robot;
defaultproperties
{
EMPHitPoints=75
maxRange=2250.000000
minRange=225.000000
WalkingSpeed=1.000000
InitialAlliances(0)=(AllianceName=Play er,AllianceLevel=-1.000000,bPermanent=
True)
InitialInventory(0)=(Inventory=Class'M arkistan.WeaponSpiderBomb')
InitialInventory(1)=(Inventory=Class'M arkistan.AmmoBombArrow',Count=150)
InitialInventory(2)=(Inventory=Class'M arkistan.WeaponSpiderBigSlash',Count=1 )
WalkSound=Sound'DeusExSounds.Robot.Spi derBotWalk'
GroundSpeed=80.000000
WaterSpeed=50.000000
AirSpeed=144.000000
AccelRate=500.000000
Health=75
UnderWaterTime=20.000000
AttitudeToPlayer=ATTITUDE_Ignore
DrawType=DT_Mesh
Mesh=LodMesh'DeusExCharacters.SpiderBo t'
CollisionRadius=111.930000
CollisionHeight=50.790001
Mass=1000.000000
Buoyancy=100.000000
BindName="MegaKryptBot"
FamiliarName="Mega Krypt Bot"
UnfamiliarName="Mega Krypt Bot"
Alliance=KryptDefense
}
//====================================
======================================
===
// KryptBot2.
//====================================
======================================
===
class KryptBot2 extends KryptBot;
defaultproperties
{
EMPHitPoints=25
maxRange=640.000000
MinRange=64.000000
InitialAlliances(0)=(AllianceName=Play er,AllianceLevel=-1.000000,bPermanent=
True)
InitialInventory(0)=(Inventory=Class'M arkistan.WeaponHuntingCrossbow')
InitialInventory(1)=(Inventory=Class'M arkistan.WeaponSpiderSlash')
InitialInventory(2)=(Inventory=Class'M arkistan.AmmoArrow',Count=10)
WalkSound=Sound'DeusExSounds.Robot.Spi derBot2Walk'
GroundSpeed=300.000000
Health=25
Mesh=LodMesh'DeusExCharacters.SpiderBo t2'
CollisionRadius=33.580002
CollisionHeight=15.240000
Mass=200.000000
Buoyancy=50.000000
BindName="MiniKryptBot"
FamiliarName="Mini-Krypt Bot"
UnfamiliarName="Mini-Krypt Bot"
Alliance=KryptDefense
DrawType=DT_Mesh
}
//====================================
======================================
===
// KryptBot3.
//====================================
======================================
===
class KryptBot3 extends KryptBot2;
defaultproperties
{
EMPHitPoints=25
maxRange=640.000000
MinRange=64.000000
InitialAlliances(0)=(AllianceName=Play er,AllianceLevel=-1.000000,bPermanent=
True)
InitialInventory(0)=(Inventory=Class'M arkistan.WeaponCrossbow')
InitialInventory(1)=(Inventory=Class'M arkistan.WeaponSpiderSlash')
InitialInventory(2)=(Inventory=Class'M arkistan.AmmoFireArrow',Count=10)
WalkSound=Sound'DeusExSounds.Robot.Spi derBot2Walk'
GroundSpeed=300.000000
Health=25
Mesh=LodMesh'DeusExCharacters.SpiderBo t2'
CollisionRadius=72.755001
CollisionHeight=33.015000
Mass=200.000000
Buoyancy=50.000000
BindName="KryptBot"
FamiliarName="Krypt Bot"
UnfamiliarName="Krypt Bot"
Alliance=KryptDefense
DrawScale=2.160000
DrawType=DT_Mesh
}
all three of my gaurd types
//====================================
======================================
===
// MarkistanCommando.
//====================================
======================================
===
class MarkistanCommando extends MJ12Commando;
#exec TEXTURE IMPORT NAME="MarkistanCommandoTex0" FILE="C:\DeusEx\Markistan\MarkistanTex tures\MarkistanCommandoTex0.pcx" GROUP=Skins
#exec TEXTURE IMPORT NAME="MarkistanCommandoTex1" FILE="C:\DeusEx\Markistan\MarkistanTex tures\MarkistanCommandoTex1.pcx" GROUP=Skins
defaultproperties
{
CarcassType=Class'Markistan.MarkistanC ommandoCarcass'
HealthHead=350
HealthTorso=350
HealthLegLeft=350
HealthLegRight=350
HealthArmLeft=350
HealthArmRight=350
MultiSkins(0)=Texture'Markistan.Skins.
MarkistanCommandoTex1'
MultiSkins(1)=Texture'Markistan.Skins.
MarkistanCommandoTex1'
MultiSkins(2)=Texture'Markistan.Skins.
MarkistanCommandoTex0'
MultiSkins(3)=Texture'Markistan.Skins.
MarkistanCommandoTex1'
Orders=Standing
bKeepWeaponDrawn=False
bReactLoudNoise=True
bReactShot=True
bReactCarcass=True
bReactDistress=True
bReactFutz=True
InitialAlliances(0)=(AllianceName=Play er,AllianceLevel=1.000000,bPermanent=T rue)
InitialAlliances(1)=(AllianceName=Comm i,AllianceLevel=-1.000000,bPermanent=T rue)
InitialInventory(0)=(Inventory=Class'M arkistan.WeaponAssaultRocket')
InitialInventory(1)=(Inventory=Class'M arkistan.AmmoAssaultRocket',Count=200)
InitialInventory(2)=(Inventory=Class'M arkistan.WeaponMinigun')
InitialInventory(3)=(Inventory=Class'M arkistan.Ammo556mm',Count=300)
Health=450
BarkBindName="MarkistanCommando"
BindName="MarkistanCommando"
FamiliarName="Jeff"
UnfamiliarName="Markistan Commando"
}
//====================================
======================================
===
// MarkistanCommander.
//====================================
======================================
===
class MarkistanCommander extends MarkistanTroop;
defaultproperties
{
CarcassType=Class'Markistan.MarkistanC ommanderCarcass'
Orders=Standing
bKeepWeaponDrawn=True
bReactLoudNoise=True
bReactShot=True
bReactCarcass=True
bReactDistress=True
bREactFutz=True
InitialAlliances(0)=(AllianceName=Play er,AllianceLevel=1.000000,bPermanent=T rue)
InitialAlliances(1)=(AllianceName=Comm i,AllianceLevel=-1.000000,bPermanent=T rue)
InitialInventory(0)=(Inventory=Class'M arkistan.WeaponTacticalShotgun')
InitialInventory(1)=(Inventory=Class'D eusEx.AmmoShell',Count=300)
InitialInventory(2)=(Inventory=Class'M arkistan.WeaponDeagle')
InitialInventory(3)=(Inventory=Class'M arkistan.Ammo50Cal',Count=150)
InitialInventory(4)=(Inventory=Class'D eusEx.WeaponSword')
InitialInventory(5)=(Inventory=Class'M arkistan.WeaponMC4')
InitialInventory(6)=(Inventory=Class'D eusEx.Medkit',Count=3)
Health=325
BarkBindName="MarkistanCommander"
BindName="MarkistanCommander"
FamiliarName="Ronny"
UnfamiliarName="Markistan Commander"
MultiSkins(0)=Texture'DeusExCharacters .Skins.StantonDowdTex0'
MultiSkins(1)=Texture'DeusExCharacters .Skins.MJ12TroopTex1'
MultiSkins(2)=Texture'DeusExCharacters .Skins.MJ12TroopTex2'
MultiSkins(3)=Texture'DeusExCharacters .Skins.StantonDowdTex0'
MultiSkins(4)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(5)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(6)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(7)=Texture'DeusExItems.Skin s.PinkMaskTex'
}
//====================================
======================================
===
// MarkistanTroop.
//====================================
======================================
===
class MarkistanTroop extends MJ12Troop;
defaultproperties
{
CarcassType=Class'Markistan.MarkistanT roopCarcass'
Orders=Standing
bKeepWeaponDrawn=True
bReactLoudNoise=True
bReactShot=True
bReactCarcass=True
bReactDistress=True
bReactFutz=True
InitialAlliances(0)=(AllianceName=Play er,AllianceLevel=1.000000,bPermanent=T rue)
InitialAlliances(1)=(AllianceName=Comm i,AllianceLevel=-1.000000,bPermanent=T rue)
InitialInventory(0)=(Inventory=Class'M arkistan.WeaponM16')
InitialInventory(1)=(Inventory=Class'M arkistan.Ammo556mm',Count=300)
InitialInventory(2)=(Inventory=Class'M arkistan.WeaponDeagle')
InitialInventory(3)=(Inventory=Class'M arkistan.Ammo50Cal',Count=150)
InitialInventory(4)=(Inventory=Class'D eusEx.WeaponSword')
Health=250
BarkBindName="MarkistanTroop"
BindName="MarkistanTroop"
FamiliarName="Ralph"
UnfamiliarName="Markistan Troop"
MultiSkins(0)=Texture'DeusExCharacters .Skins.SkinTex1'
MultiSkins(1)=Texture'DeusExCharacters .Skins.MJ12TroopTex1'
MultiSkins(2)=Texture'DeusExCharacters .Skins.MJ12TroopTex2'
MultiSkins(3)=Texture'DeusExCharacters .Skins.SkinTex1'
MultiSkins(4)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(5)=Texture'DeusExCharacters .Skins.MJ12TroopTex3'
MultiSkins(6)=Texture'DeusExCharacters .Skins.MJ12TroopTex4'
MultiSkins(7)=Texture'DeusExItems.Skin s.PinkMaskTex'
}
and my revolutionary new playa class! ME!!!
//====================================
======================================
===
// MarkusGrayMale.
//====================================
======================================
===
class MarkusGrayMale extends Human;
// --------------------------------------
--------------------------------
// TravelPostAccept()
// --------------------------------------
--------------------------------
// --------------------------------------
--------------------------------
// --------------------------------------
--------------------------------
defaultproperties
{
CarcassType=Class'Markistan.MarkusGray MaleCarcass'
JumpSound=Sound'DeusExSounds.Player.Ma leJump'
bSinglePlayer=True
bCheatsEnabled=True
HitSound1=Sound'DeusExSounds.Player.Ma lePainSmall'
HitSound2=Sound'DeusExSounds.Player.Ma lePainMedium'
Land=Sound'DeusExSounds.Player.MaleLan d'
Die=Sound'DeusExSounds.Player.MaleDeat h'
Mesh=LodMesh'DeusExCharacters.GM_Dress Shirt_S'
MultiSkins(0)=Texture'DeusExCharacters .Skins.AlexJacobsonTex0'
MultiSkins(1)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(2)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(3)=Texture'DeusExCharacters .Skins.Businessman2Tex2'
MultiSkins(4)=Texture'DeusExCharacters .Skins.AlexJacobsonTex0'
MultiSkins(5)=Texture'DeusExCharacters .Skins.Businessman2Tex1'
MultiSkins(6)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(7)=Texture'DeusExItems.Skin s.PinkMaskTex'
FamiliarName="Markus Gray"
UnfamiliarName="Markus Gray"
}
//====================================
======================================
===
// MarkusGrayMaleCarcass.
//====================================
======================================
===
class MarkusGrayMaleCarcass extends DeusExCarcass;
// --------------------------------------
--------------------------------
// PostPostBeginPlay()
// --------------------------------------
--------------------------------
// --------------------------------------
--------------------------------
// SetSkin()
// --------------------------------------
--------------------------------
// --------------------------------------
--------------------------------
// --------------------------------------
--------------------------------
defaultproperties
{
Mesh2=LodMesh'DeusExCharacters.GM_Dres sShirt_S_CarcassB'
Mesh3=LodMesh'DeusExCharacters.GM_Dres sShirt_S_CarcassC'
Mesh=LodMesh'DeusExCharacters.GM_Dress Shirt_S_Carcass'
MultiSkins(0)=Texture'DeusExCharacters .Skins.AlexJacobsonTex0'
MultiSkins(1)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(2)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(3)=Texture'DeusExCharacters .Skins.Businessman2Tex2'
MultiSkins(4)=Texture'DeusExCharacters .Skins.AlexJacobsonTex0'
MultiSkins(5)=Texture'DeusExCharacters .Skins.Businessman2Tex1'
MultiSkins(6)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(7)=Texture'DeusExItems.Skin s.PinkMaskTex'
CollisionRadius=40.000000
}
recently, my bff, straightpimpin1, won a contest, so he will receive and awesome movie created by me about markistan a day in advance, i shall be posting pics so stay tuned and try not to miss any!
here is the first skin drafts for the main character, the king of markistan!
here's my email n stuff.
whitechocolatechipclock@gmail.com
current list of friends/fans:
groupthekiller
straightpimpin1
darkdragon
mintccc
goozo
snowman
1337 leader
pupart
karlu20
theicecubeclock
venom 9000
lunardragon96
sparkwattclock
buster1
cyberdevil
paradox saint
GOTHCLAWZ
excuse
sgt brain dead
xXsnowbladeXx
CARNAGE13
walter wagner
stick master
jimmy saint
spax clock
michaelsetiyawan
icrick
ryanbrutis
i know i haven't made any new news lately, sorry guys, but i didn't have much to talk about except i will be revealing my latest project in 1 day! HINT: MAKER OF SWIRLY-OFF. that's all for now but ill be posting some screen shots and tomorrow ill tell you what it is :D. UPDATE: and the contest rages on, as i post pictures. first one to guess what country it is wins a prize. UPDATE2: Holy crap, someone got it, no surprise that if anyone was going to get it, it would be my bff, straightpimpin1, congrats man you have won:....oh screw it you won a short game/movie based on markistan, yes the country was MARKISTAN, my country, thank you very much and im still working on it... the first box shows the royal palace, the second box shows the royal fridge, the third, thr troop barracks, and the fourth the armory :D
here's my email n stuff.
whitechocolatechipclock@gmail.com
current list of friends/fans:
groupthekiller
straightpimpin1
darkdragon
mintccc
goozo
snowman
1337 leader
pupart
karlu20
theicecubeclock
venom 9000
lunardragon96
sparkwattclock
buster1
cyberdevil
paradox saint
GOTHCLAWZ
excuse
sgt brain dead
xXsnowbladeXx
CARNAGE13
walter wagner
stick master
jimmy saint
spax clock
michaelsetiyawan
icrick
ryanbrutis
First blood, about damn time. ( not related to rambo either)
Posted by WCCC May. 24, 2008 @ 9:20 PM EDTAAAGGHHHH About damn time i got through all the dialog and now i finally just got to my first kill, its funny, he escapes out of his test tube and a scientist chick hands him his blade, kazu, it means first in japanese, at the time i was pulling poop out my butt but when looking up japanese names i was suprised to learn it was not already a word, but a pretty good one too!, anyways back to the story, he goes down an elevator and walks up to two doors with a keypad, he's like: "crap." and then he ducks and jumps a gaurd stupid enough to go through the door and open it for him, lal! so heres the first kill screen shot, which i had to redo like 5 times (no jk) because it was complicated and i kept screwing up, and in other news i found a way to get perfect quality jpeg's!
here's my email n stuff.
whitechocolatechipclock@gmail.com
current list of friends/fans:
groupthekiller
straightpimpin1
darkdragon
mintccc
goozo
snowman
1337 leader
pupart
karlu20
theicecubeclock
venom 9000
lunardragon96
sparkwattclock
buster1
cyberdevil
paradox saint
GOTHCLAWZ
excuse
sgt brain dead
xXsnowbladeXx
CARNAGE13
walter wagner
stick master
jimmy saint
spax clock
michaelsetiyawan
icrick
ryanbrutis
professor dick-weed
Ugrayedd! my dad just got an awesome new quad-core pimpified computer so i get his old one which is like twice as good as my old one so im getting the data transferred on my pwn-drive and im gonna bring over better powerpointing than my old computer, redsun2020 madness, which im still busting my ass on. im getting all my old pics and music so im like old but awesomer new, video card, sound card, and processing power!!! now i just need to get myself a new microphone.
here's my email n stuff.
whitechocolatechipclock@gmail.com
current list of friends/fans:
groupthekiller
straightpimpin1
darkdragon
mintccc
goozo
snowman
1337 leader
pupart
karlu20
theicecubeclock
venom 9000
lunardragon96
sparkwattclock
buster1
cyberdevil
paradox saint
GOTHCLAWZ
excuse
sgt brain dead
xXsnowbladeXx
CARNAGE13
walter wagner
stick master
jimmy saint
spax clock
michaelsetiyawan
icrick
ryanbrutis
professor dick-weed
pretty right click on what you want to animate, and it will open up a menu, go to custom animation, there you can choose various effects and control delays and actual time by right clickng again but on the specific effect, and go to either timings or effect options, timing controls all the time related things, delays, effect time, repeats, and even having the effect triggered by click on something. and effect options helps you when using motion paths (pretty much makes the object just move, titles draw just like their tool counterparts) and emphasis is for things like grow/shrink and spin and effect options also lets you add a sound, NOTE ir has to be .wav format or else its a good as not there, if you need help converting sounds into WAV just go to media-convert.com
here's my email n stuff.
whitechocolatechipclock@gmail.com
current list of friends/fans:
groupthekiller
straightpimpin1
darkdragon
mintccc
goozo
snowman
1337 leader
pupart
karlu20
theicecubeclock
venom 9000
lunardragon96
sparkwattclock
buster1
cyberdevil
paradox saint
GOTHCLAWZ
excuse
sgt brain dead
xXsnowbladeXx
CARNAGE13
walter wagner
stick master
jimmy saint
spax clock
michaelsetiyawan
icrick
ryanbrutis
professor dick-weed
IT LIVES! DEUS EX MADNESS LIVES! and will opening in a new series deus ex madness redsun mod and deus ex madness multiplayer!
here's my email n stuff.
whitechocolatechipclock@gmail.com
current list of friends:
groupthekiller
straightpimpin1
darkdragon
mintccc
goozo
snowman
1337 leader
pupart
karlu20
theicecubeclock
venom 9000
lunardragon96
sparkwattclock
buster1
cyberdevil
paradox saint
GOTHCLAWZ
excuse
sgt brain dead
xXsnowbladeXx
CARNAGE13
walter wagner
stick master
jimmy saint
spax clock
michaelsetiyawan
icrick
good news everyone! clock shorts is back up after some maintenence, and its back and funnier than ever first three episodes: guitar nerd, swirly sues, and by popular demand, anti-swirly #4 and as a bonus, guitar nerd shall feature milky without his mask!
here's my email n stuff.
whitechocolatechipclock@gmail.com
current list of friends:
groupthekiller
straightpimpin1
darkdragon
mintccc
goozo
snowman
1337 leader
pupart
karlu20
theicecubeclock
venom 9000
lunardragon96
sparkwattclock
buster1
cyberdevil
paradox saint