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3 Dimensional Chat / [b][u]MY VERSION OF JET SKI I HAVE EDITED IT!![/u]![/b]

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Message
alfarjamie
17
Years of Service
User Offline
Joined: 11th Dec 2002
Location:
Posted: 11th Dec 2002 20:59
HERES MY CODE

rem Setup environment
autocam off
hide mouse
sync on

rem Decal limit (full version users can set this to 100)
decallimit=50
dim decal#(decallimit,20)

rem Create elements
gosub _create_world
gosub _create_player

rem Place logo
placelogo()

rem Main Loop
lowmode=0
do

rem Low Mode Key
if lower$(inkey$())="l" and lowmode=0
lowmode=1
decallimit=25
hide object 1
hide object 10
for t=76 to 76+5 : hide object t : next t
delete object 70
create_flags(2,maxsize)
color backdrop rgb(255,255,255)
fill matrix 1,0.0,1
endif
if lower$(inkey$())="h" then hide object 65000

rem Control elements
if lowmode=0 then gosub _control_sea
gosub _control_player
gosub _control_camera

rem Control needles
speedo#=(speed#*-4.0)+60.0
zrotate object 76+2,wrapvalue(fuel#)
zrotate object 76+3+2,wrapvalue(speedo#)

rem Control decals
controldecals()

rem Update screen
sync

rem End of Loop
loop


rem ** Subroutines **

_control_player:

rem Record old boat position
oldboatx#=boatx#
oldboatz#=boatz#

rem Handle Boat Controls
if upkey()=1
speeddest#=speeddest#+1
fuel#=fuel#+0.01
if fuel#>55.0 then fuel#=55.0
endif
if spacekey()=1 then speeddest#=speeddest#+1.0
if leftkey()=1 then wheel#=wheel#-0.5 : speeddest#=speeddest#+0.01
if rightkey()=1 then wheel#=wheel#+0.5 : speeddest#=speeddest#+0.01
if wheel#30.0 then wheel#=50.0
wheel#=wheel#/(1.1+(speed#/5.0))
boatadest#=wrapvalue(boata#+(wheel#*(speed#/2.0)))

rem Only when in contact with sea
speeddest#=speeddest#/1.07
if boaty#(maxsize*2)-500.0 then boatx#=(maxsize*2)-500.0
if boatz#(maxsize*2)-500.0 then boatz#=(maxsize*2)-500.0

rem Calculate a point 10 units ahead of boats' position
ox#=newxvalue(0,boata#,15)
oz#=newzvalue(0,boata#,15)

rem Get the heights at the front and back end of the boat
hf#=get ground height(1,boatx#+ox#,boatz#+oz#)
hb#=get ground height(1,boatx#-ox#,boatz#-oz#)

rem Calculate a gradual tilt to align with the sea level
tiltdest#=(hb#-hf#)*3
tilt#=curvevalue(tiltdest#,tilt#,6)

rem Determine whether on sea or ramp
colobj=object collision(3,20)
if colobj=1
sealevel#=topofobject(boatx#,20.0,boatz#,20)
if sealevel#sealevel#+5
inwater=0
endif
endif

rem Gravity math
if colobj=1
boaty#=sealevel#
else
gravity#=gravity#/1.1
gravity#=gravity#+0.15
if boaty#99000 then ss=99000
set sound speed 11,ss

rem Place rider on jetski
riderx#=newxvalue(boatx#,boata#,5.5)
riderz#=newzvalue(boatz#,boata#,5.5)
riderx#=newxvalue(riderx#,wrapvalue(boata#+90),0.5)
riderz#=newzvalue(riderz#,wrapvalue(boata#+90),0.5)
position object 4,riderx#,realboaty#+4,riderz#
rotate object 4,wrapvalue((tilt#-(speed#/0.5))+8),boata#,0

rem Handle behaviour of rider
benddest#=0-(gravity#*10)
if benddest#>45.0 then benddest#=45.0
if benddest#2.5 and boaty#20 or y25
choppy#=2.5
else
choppy#=1.0
endif

rem Change height of matrix point using ripple height
set matrix height 1,x,y,h#+(cos(ripple(tt))*choppy#)

rem Change the ripple height for next time
ripple(tt)=wrapvalue(ripple(tt)+5)

next y
next x
update matrix 1

return

_create_player:

rem Position Boat
boatx#=maxsize
boatz#=maxsize/1.5
boaty#=10
boata#=55

rem Make Boat
load object "jetski.x",2
yrotate object 2,180
fix object pivot 2
scale object 2,500,500,500
set object collision off 2

rem Attach invisible pivot object to boat
make object plain 3,0,20
glue object to limb 2,3,0
position object 3,boatx#,boaty#,boatz#
set object collision on 3
set object collision to polygons 3
position object 2,-2.4,5,5

rem Load rider for jetski
load object "rider.x",4

hide limb 4,10 : hide limb 4,11 : hide limb 4,12
set object collision off 4
set object rotation zyx 4
scale object 4,50,50,-50
rotate limb 4,1,0,180,0
scale limb 4,1,100,100,-100

rem Create 3D-Sound for Boat
load 3dsound "jet.wav",11 : loop sound 11
set sound speed 11,15000 : set sound volume 11,95
position listener maxsize,10,maxsize

rem Splash
for s=1 to 5
load sound "splash.wav",11+s
next s

rem Statistics
fuel#=-55.0

return

_create_world:

rem Define scene size
maxsize=2900

rem Start Sea-Sound (while loading)
load sound "sea.wav",1 : loop sound 1

rem Set Scene
if fog available()=1
fog on : fog distance 3500 : fog color rgb(255,255,255)
endif

rem Make Sky
load image "sky.bmp",1
load image "water.bmp",2
make object sphere 1,maxsize
set object 1,1,1,0
texture object 1,1
scale object 1,200,60,200
position object 1,maxsize,0,maxsize
fade object 1,0
scroll object texture 1,0.5,0
set object collision off 1

rem Make carrier in distance
load object "carrier4.x",10
scale object 10,400,400,300
position object 10,maxsize,-5,maxsize
set object collision off 10

rem Create perimiter flags
create_flags(1,maxsize)

rem Make Sea Matrix
make matrix 1,maxsize*2,maxsize*2,25,25
prepare matrix texture 1,2,1,1
set matrix wireframe off 1
randomize matrix 1,15

rem Lower edges of Sea Matrix
for t=0 to 25
set matrix height 1,0,t,-100
set matrix height 1,25,t,-100
set matrix height 1,t,0,-100
set matrix height 1,t,25,-100
next t

rem Create Array to store Wave Height Ripples
dim ripple(25*26)
for t=0 to 25*25 : ripple(t)=rnd(350) : next t

rem Create ramp for jump
make object plain 20,100,200
position object 20,maxsize,10,maxsize+750
rotate object 20,65,270,0
set object rotation zyx 20
set object 20,1,1,0
set object collision to polygons 20
set object collision on 20
hide object 20

rem Load visual ramp
load object "ramp.x",21
position object 21,maxsize,0,maxsize+750
scale object 21,1500,1500,1500
set object collision off 21
set object rotation zyx 21
rotate object 21,10,90,0

rem Start second Sea Sound (for phase-shifted overlapping sfx)
load sound "sea.wav",2 : loop sound 2 : set sound speed 2,12000

rem Load images
load image "spray.bmp",1001
load image "stats1.bmp",1002
load image "stats2.bmp",1003
load image "stats3.bmp",1004
load image "stats4.bmp",1005

rem Make needle mesh
make object triangle 90,0,0,0,0,35,0,5,0,0
make mesh from object 90,90
delete object 90
make object triangle 90,-5,0,0,0,35,0,0,0,0
make mesh from object 91,90
delete object 90
make object 90,90,0
add limb 90,1,91
make mesh from object 92,90
delete object 90

rem Create status panel
for s=0 to 1

if s=0 then sx#=-12.5 else sx#=12.5

rem Left Side panel
ss=76+(s*3)+0
make object plain ss,256,96
position object ss,sx#,19.3,40
texture object ss,1002+s
scale object ss,10,10,50
set object ss,1,0,0
fade object ss,200
lock object on ss
set object collision off ss

rem Right Side panel
ss=76+(s*3)+1
make object plain ss,256,96
position object ss,sx#,19.3,40
texture object ss,1004+s
scale object ss,10,10,50
set object ss,1,0,0
fade object ss,200
lock object on ss
ghost object on ss
set object collision off ss

rem Create status needle
ss=76+(s*3)+2
make object ss,92,0
if s=0 then sb#=(18.9-12.5)
if s=1 then sb#=(18.9-12.5)*-1
position object ss,(sx#-sb#)-0.1,19.35,40+5
scale object ss,10,10,50
color object ss,rgb(255,255,255)
set object ss,1,0,0
fade object ss,200
lock object on ss
ghost object on ss
set object collision off ss

next s

rem Set scene
set camera range 10,10000
set ambient light 80

return


rem ** Functions **

function makespray(x#,y#,z#,size#,life,decallimit)

rem Find spare decal
fd=0 : for d=1 to decallimit : if decal#(d,1)=0 : fd=d : endif : next d

rem Create spray
if fd>0
decal#(fd,1)=1
decal#(fd,2)=x#
decal#(fd,3)=y#-((rnd(20)-10)/10.0)
decal#(fd,4)=z#
decal#(fd,5)=(1.5+(rnd(10)/10.0))
decal#(fd,7)=(size#*10.0)
decal#(fd,8)=life
decal#(fd,9)=size#*10

rem Object
objid=10000+fd : dodecal(objid)
texture object objid,1001
fade object objid,0
endif

endfunction

function dodecal(objid)
if object exist(objid)=0
make object plain objid,10,10
set object collision off objid
endif
set object objid,1,0,0
ghost object on objid
endfunction

function controldecals()

rem All decals
for d=1 to 100

rem Object id
objid=10000+d
if object exist(objid)=1

rem Control smoke decals
if decal#(d,1)=1
position object objid,decal#(d,2),decal#(d,3),decal#(d,4)
point object objid,camera position x(),camera position y(),camera position z()
xrotate object objid,0 : zrotate object objid,0
scale object objid,(decal#(d,7)+decal#(d,9))*2,decal#(d,9),decal#(d,7)
decal#(d,3)=decal#(d,3)+decal#(d,5)
decal#(d,5)=decal#(d,5)-0.5
decal#(d,9)=decal#(d,9)+5
decal#(d,8)=decal#(d,8)-2.0
if decal#(d,8)
hey come on to my cool site
www.alfarjamie.shorturl.com
alfarjamie
17
Years of Service
User Offline
Joined: 11th Dec 2002
Location:
Posted: 11th Dec 2002 21:02
MAN HERES A GOOD THING
[img]C:/My Documents/My Pictures/White Alien Inc.bmp[/img]

hey come on to my cool site
www.alfarjamie.shorturl.com
alfarjamie
17
Years of Service
User Offline
Joined: 11th Dec 2002
Location:
Posted: 11th Dec 2002 21:02
damn didn't upload

hey come on to my cool site
www.alfarjamie.shorturl.com
alfarjamie
17
Years of Service
User Offline
Joined: 11th Dec 2002
Location:
Posted: 11th Dec 2002 21:02


hey come on to my cool site
www.alfarjamie.shorturl.com
alfarjamie
17
Years of Service
User Offline
Joined: 11th Dec 2002
Location:
Posted: 11th Dec 2002 21:03
there it is!!

hey come on to my cool site
www.alfarjamie.shorturl.com
alfarjamie
17
Years of Service
User Offline
Joined: 11th Dec 2002
Location:
Posted: 11th Dec 2002 21:10
<style type="text/css">
body{scrollbar-face-color:blue;scrollbar-shadow-color:gold;
scrollbar-highlight-color:blue;scrollbar-3dlight-color:gold;
scrollbar-darkshadow-color:blue;scrollbar-track-color:gold;
scrollbar-arrow-color:black;}
</style>

<head>
<title>SpongieCutie's Premade Lookups</title>
<STYLE TYPE="text/css">
td,p{
color:indigo;font:9pt verdana}
i{
color:purple;font:8pt verdana}
u{
color:firebrick;font:bolder 8pt verdana}
a:visited,a:link{
color:red;font:8pt verdana;text-decoration:none}
A:hover{
COLOR:pink;FONT:8pt verdana;background:red;text-transform:uppercase}
a:active{
color:hotpink;font:8pt verdana;text-decoration:none}
BODY{
scrollbar-face-color:hotpink;
scrollbar-shadow-color:green;scrollbar-highlight-color:pink;
scrollbar-3dlight-color:gold; scrollbar-darkshadow-color:red;
scrollbar-track-color:red; scrollbar-arrow-color:pink;
background:pink url(http://liquid2k.com/spacefreak/background/tomato2.gif)}
textarea{
height:40;width:380;border:4px ridge pink;background:pink}
marquee{
font:8pt;color:firebrick}
ul{
list-style:square inside}
</style>
</head>

<body link=black>
<center>
<p><table width=544 height=500 bgcolor=hotpink border=1 cellspacing=2 cellpadding=0 align=center>
<tr>
<td colspan=3 align=center bgcolor=lightpink>
<style type="text/css">
i.dynamicbanner{
background:url(http://www.liquid2k.com/spacefreak/bannerz/dynamifaeriekauban.jpg);
height:62;width:480;color:white;text-align:right;font:bold 24pt comic sans ms}
</style>
<i class="dynamicbanner"><b style=height:10px;color:white;FILTER:shadow>_~*Your_Name*~_</b></i>
</td></tr>
<tr>

<td width=100>
<table width=100% height=100% bgcolor=lightpink cellspacing=0 cellpadding=0>
<tr><td valign=top>
<u>nav</u>
<p>
<a href=#link>-link back</a>
<p>
<u>linkz</u>
<p>
<a href=http://home.neopets.com/templates/homepage.phtml?pet_name=csshelp><img src=http://content.neopets.com/guilds/_/_spooky_gal_/_spooky_gal__0619461001015987375.gif
width=88 height=31 alt="Beautify Neopia by using the CSS codes here to update your user lookups, pet lookups, pet pages, guilds and shops." border=0></a>
</td></tr>
</table>
</td>

<td width=344>
<table width=100% height=100% bgcolor=lightpink cellspacing=0 cellpadding=0>
<tr><td valign=top>
<p>
<marquee behavior=alternate>... welcome! ...</marquee>
<p><center>
Howdy, I got this premade table from CSSHelp out ... if you have any probs neomail <a href=http://www.neopets.com/neomessages.phtml?type=send&recipient=_space_freak_>_space_freak_</a>
<p>
If you want to show your code use the xmp html tags or textarea html tags ... you can find more info at <a href=http://www.draac.com>draac.com</a> ... <i>ooo italic codes r cool :p</i>
<p>
<u><a name=#link>Link</a> Back</u>
<p>
</td></tr></table>
</td>

<td width=100>
<table width=100% height=100% bgcolor=blue
cellspacing=0 cellpadding=0>
<tr><td valign=top>
<u>What do I enter in this column???</u>
Ok put what ever you like down this column

</td></tr>
</table>
</td>

</tr>
</table>

<p>

hey come on to my cool site
www.alfarjamie.shorturl.com
Shadow Robert
17
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 12th Dec 2002 04:09
erm...
well after the 16th problem i found just scanning it without even running i decide to give up cause the code is actually not well ahh screw it - its almost identical to the jetski.

look i know you want to join in alot oki ... but this isn't quite constructive - also this really doesn't belong here and this forum doesn't accept html tags.

please sit back for a week, hang out in the newbie and general forums for chat have some feel for the forum in these places first.

Anata aru kowagaru no watashi!

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