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Ian Winters

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  1. Looking for a skilled animtor to do some work for me. Need someone with expertise in gun animations. I already have a number of weapons that have been built but have yet to be scripted due to a lack of neccessare animations, and are ready to be worked with.   Proposal is as follows: - A model of the weapon I wish for you to animate will be provided along with any components that might be needed to help with the process in world. - Depending on the animations, there will be a 300-800 L$ payment upon the completion of the requested animation set - Upload Fee's for the final product will be reinbursed in full (so, for a set of 5 animations, will reinburse 50L$ for the finished 5 animations) - Offer a 20% share in the sale of any products that the animations are used in - A free copy of the finished weapon will also be provided free of charge upon the completion of preparations for sale. - Guarantee that none of the animations that you make for me will be made available to anyone else without your permission (this includes me giving an animation to a friend to help them with a project or including the animation in my Gun Builders Kit.) If interested, IM Ian Winters in world, and we can have a meeting to discuss a possible partnership. During the meeting: 1. I will show you some of the weapons that I need animated 2. I will need to see some examples of your work before I will decide to work with you.
  2. Thanks Madelaine, that did the trick
  3. Ok, so im having some trouble with this script. What im trying to accomplish is this: Stage 1: When the script starts, it sets the object its in to invisible and phantom Stage 2: When the object owner enters mouselook, the script then changes the object to visible Stage 3: When the owner exits mouselook, the script changes the object back to invisible So, heres what i have right now key owner; default { state_entry() { llSetAlpha(1,ALL_SIDES); llSetStatus(STATUS_PHANTOM,TRUE); owner = llGetOwner(); if(llGetAgentInfo(owner) & AGENT_MOUSELOOK) { llSetAlpha(0,ALL_SIDES); llSetStatus(STATUS_PHANTOM,TRUE); } else { llSetAlpha(1,ALL_SIDES); llSetStatus(STATUS_PHANTOM,TRUE); } } } Any help would be appreciated :)
  4. Ive done lifesize mech work before (created a near exact model of a GM from the gundam series), so gimme a shout if ya want
  5. Hey all, If there is anyone who is setting up an RP Sim that incorporates combat and is looking for someone to help with weapon, armor, and tech/gadget/accessory design and implementation, please send me (Ian Winters) an IM in world and we can discuss it. I have the following to offer: 1 X .44 Magnum Revolver (Custom design) 1 X Anti Material Rifle (Custom design) 2 X Assault Rifles (1 looks nearly identical to an HK416, the other is a more custom design based loosely off of the SCAR rifle) 2 X Bolt Action Rifles (1 is a custom design, the other looks like a German Karabiner 98k) 1 X Chaingun (Custom design) 1 X Compound Bow (Custom design) 1 X Double Barrel Shotgun (Looks like a generic double barrel shot gun from 20th-21st century) 1 X Grenade Launcher (Custom design) 1 X Handgun (Custom design) 1 X Hunting Crossbow (Custom design) 1 X Machinegun (Looks similar to the Mk.46 Mod 0, but with a SCAR buttstock) 1 X Machine Pistol (Custom design, based loosely off of the pistol from the 5th element) 1 X MP40 SMG (As the name implies, design of the famous german WWII smg) 1 X Revolver Sniper Rifle (Custom design) 1 X Revolver w. Crossbow Underbarrel (Custom design) 1 X Sawnoff Shotgun (A sawnoff, aka shorter, version of the double barrel shotgun) 1 X Shotgun (Custom design, similar to the benelli m4 super 90 shotgun without the buttstock) 1 X Snubnose Revolver (Custom design, shorter version of the .44 magnum abover, with a different gun handle) I also have a number of melee weapon designs, including combat knives, katanas, daggers, and swords (lots of longswords, broadswords, and claymores), as well as some halberd and spear designs. Most of the melee weapons are currently scripted and animated, so they are ready to be implemented immediately. They are all very detailed and high quality, but are un scripted.I have animations for most of them (animations for all of the basic funcions of all the guns, such as holding animations, aiming animations, reloading animations, and a few secondary functions such as attaching a silencer). I also possess a very large (and well organized library) of guns sounds, which includes over 135 sounds, (107 various assault rifle, sniper rifle, pistol, etc firing sounds, 24 reload sounds, and 4 misc sounds). All weapons are currently ready to be scripted and im also willing and able to do custom designs as well. I am also fairly competent in scripting, and would be happy to work with a more proficient scriptor to modify the firing system i currently use in my weapons that are on sale in the SL Marketplace to work with any combat meters you wish to use. You wont see any of these weapons and guns anywhere else on the grid, so you will be having very unique weapons available to you to make your RP as unique as possible in terms as to combat. I also have a number of armor and gear designs as well to offer, and i can also assist with location designs (such as helping to build a city/town, etc. Please feel free to shoot me an IM in world, as i am also willing to do this work mainly for free
  6. If there is anyone who is setting up an RP Sim that, as the name of this thread implies, incorporates combat and is looking for someone to help with weapon design and implementation, please send me (Ian Winters) in world and we can discuss it. I have the following to offer: 1 X .44 Magnum Revolver 1 X Anti Material Rifle 2 X Assault Rifles 2 X Bolt Action Rifles 1 X Chaingun 1 X Compound Bow 1 X Double Barrel Shotgun 1 X Grenade Launcher 1 X Handgun 1 X Hunting Crossbow 1 X Machinegun 1 X Machine Pistol 1 X MP40 SMG 1 X Revolver Sniper Rifle 1 X Revolver w. Crossbow Underbarrel 1 X Sawnoff Shotgun 1 X Shotgun 1 X Snubnose Revolver They are all very detailed and high quality, but are un scripted. I have some of them positioned properly for a number of animations in my inventory (most of them are ready in this regard, just need a little fine tuning) and i also have clips, bullets, and shells already created for all of these as well, so they will just need scripts. I also have a number of armor and gear designs as well to offer
  7. What kind of RP will it be? Will weapons be involved, and if so, what kinds? Armor and tech gadgets as well? Ive got a bunch of different designs already made up that might be along the lines of what your looking for if it will be incorporating these sorts of things. Send me an IM in world if your interested
  8. Ok, ive got a little job that needs doing, and hope i hope someone will take on the job. What i need made are 2 animations for an assault rifle im working on currently. The animations will consist of a holding animation (where the avitar is standing in an at ease stance) and the other animation will be one where an avitar is aiming down the sights. The animations will both also have to be full perm. Payment will only be received upon successful completion of job. I will provide a gun that im currently working on for you to use to help you fine tune the anims and 2 anims that will give you an idea of what i sort of want. Upon satisfactory completion of the commission, you will receive 1000L$ (500L$ for each animation) and an additional 100L$ to reinburse you for the upload costs, so you will be receiving a total of 1100L$. IM me (Ian Winters) in world, and i will show you what you will be working with.
  9. hey all, ive got a 300L$ scripting commission job that needs doing if anyone wants to take it details: need a Shotgun Script: I need a shotgun script or script set that makes it so that the gun fires realistically. Will need to have the following functions: - Limited Ammo (please identify where the ammo values are so that i can change them in the future) - Plays the following animations: Hold, Aim, Recoil, Reload, Holster, Unholster, Pump - Plays the following sounds: Shot, Reload, Empty, Holster, and Unholster - Ejects shells when reloading - Holster and Unholster Function - Shots will scatter individually like a shotgun would do in real life Chaingun Script: I will need a chaingun script (or set of scripts) made that when it is fired, its accuraccy deteriorates as you fire. The following functions are what i require: - Limited Ammo - Plays the following animations: Hold, Aim, Reload, Holster, Unholster - Plays the following sounds: Wind up (plays when you first press the firing button), Wind down (plays when you release the firing button), Shot, Reload, Empty, Holster, and Unholster - A delay is programmed in that waits for the windup sound to stop playing before firing commences and the gun fires bullets Extra: A muzzleflash script would be an asset, but is not a full requirement Payment: Payment will happen as follows As each script set is created, i will pay you 300L$ for each gun script/script set. Payment will be for completed items only. I will provide anims and components for you to work with. The scripts will need to have notations in them showing where the values i mentioned above are so that i may change them in the future. Please contact me in world and we can get started on the work.
  10. Hi, i am currently in need of an animator to do a few custom animations for me for a mech ive been working on.The mech (an authentic size GM mobile suit from the original gundam series) is 18.5 metres tall, and so heres the animations ill need made: running walking flying jumping slash sword draw sword storing gun aiming gun holding gun Contact me (Ian Winters) in world, and ill show you exactly what youll be creating the animations for. I will cover you for upload costs, but i will only reinburse you for the desired animation. This is a paid job. However, the payment method will be through distribution percentage: the deal is 50/50 for the product, but due to a distribution deal i have with the person who is hosting my marketplace magic box, in which he receives 20% of all sales, the actual percentage you will be receiving is 40%, and the projected sale price of the GM will be roughly 400L$, so you get an idea of how much you will be receiving. I am also planning on creating a line of these mobile suits, so you will also receive royalties from those as well, which is what makes this a worthwhile job. As i said, please contact me (Ian Winters) in world if interested in taking on this job
  11. Hi, i am currently in need of an animator to do a few custom animations for me for a mech ive been working on.The mech (an authentic size GM mobile suit from the original gundam series) is 18.5 metres tall, and so heres the animations ill need made: running walking flying jumping slash sword draw sword storing gun aiming gun holding gun Contact me (Ian Winters) in world, and ill show you exactly what youll be creating the animations for. I will cover you for upload costs, but i will only reinburse you for the desired animation. This is a paid job. However, the payment method will be through distribution percentage: the deal is 50/50 for the product, but due to a distribution deal i have with the person who is hosting my marketplace magic box, in which he receives 20% of all sales, the actual percentage you will be receiving is 40%, and the projected sale price of the GM will be roughly 400L$, so you get an idea of how much you will be receiving. I am also planning on creating a line of these mobile suits, so you will also receive royalties from those as well, which is what makes this a worthwhile job. As i said, please contact me (Ian Winters) in world if interested in taking on this job
  12. Alright, i tried what void singer suggested, and this is what i came up with: Modified Muzzle Flash Script ------------------------------------ default { state_entry() { llSetAlpha(0,ALL_SIDES); } link_message(integer snum, integer num, string str, key id) { if(str == "silence on"); { llMessageLinked(LINK_SET,60,"fire",""); llSetAlpha(0,ALL_SIDES); } if(str == "silence off"); { llMessageLinked(LINK_SET,60,"fire",""); llSetAlpha(1,ALL_SIDES); llSetTimerEvent(0.1); } llResetScript(); } } However, when ever i go to fire the gun with the silencer on, the muzzle flash prims (theres 2 btw) still appear. what do i need to change?
  13. I see your point, however, i have the 2 scripts in serperate prims, the silencer is its own prim, the muzzle flash is another
  14. Hey all, im currently working on a new feature for a gun script system for some of my products, and i need a little help with implementing it. Heres what i have: Muzzleflash ------------------ default { state_entry() { llSetAlpha(0,ALL_SIDES); } link_message(integer snum, integer num, string str, key id) { { llMessageLinked(LINK_SET,60,"fire",""); llSetAlpha(1,ALL_SIDES); llSetTimerEvent(0.1); } llResetScript(); } } --------------------------------------------- Now, the system ustilizes a click menu to operate attachments (the system allows you to attach/detach a scope and to also attach/detach a silencer. The system uses an alpha script to make the silencer appear and disappear. Heres what the silencer script looks like Silencer --------------------------------------------- default { link_message(integer send, integer num, string str, key id) { if(str == "silence off") { llSetAlpha(0,ALL_SIDES); } if(str == "silence on") { llSetAlpha(1,ALL_SIDES); } } } ---------------------------------- What im wanting to do is make it so that when the silencer function is activated, the muzzleflash is deactivated, and vice versa when the silencer is deactivated. Im guessing that itll have something to do with the (str == "") function, but i cant figure it out. Any help would be appreciated :)
  15. Hey all, im currently working on a new feature for a gun script system for some of my products, and i need a little help with implementing it. Heres what i have: Muzzleflash ------------------ default { state_entry() { llSetAlpha(0,ALL_SIDES); } link_message(integer snum, integer num, string str, key id) { { llMessageLinked(LINK_SET,60,"fire",""); llSetAlpha(1,ALL_SIDES); llSetTimerEvent(0.1); } llResetScript(); } } --------------------------------------------- Now, the system ustilizes a click menu to operate attachments (the system allows you to attach/detach a scope and to also attach/detach a silencer. The system uses an alpha script to make the silencer appear and disappear. Heres what the silencer script looks like Silencer --------------------------------------------- default { link_message(integer send, integer num, string str, key id) { if(str == "silence off") { llSetAlpha(0,ALL_SIDES); } if(str == "silence on") { llSetAlpha(1,ALL_SIDES); } } } ---------------------------------- What im wanting to do is make it so that when the silencer function is activated, the muzzleflash is deactivated, and vice versa when the silencer is deactivated. Im guessing that itll have something to do with the (str == "") function, but i cant figure it out. Any help would be appreciated :)
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