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[Klop Gets Slapped Down] Just to make it publically known...

PostPosted: Wed Feb 15, 06 10:15 am
by MainMan
Another example of klop's idiocy. This is taken from his application for dxag on Cataclyzm forums.

After I posted the code-comparison below, which basically dismissed his entire application, he said:
klop wrote:I DID NOT STEAL THOSE CODES SO GET OVER IT THAT KNMPBots IS MY OWN ALL OF THEM ARE MY OWN SO FUCK OFF JUST BECAUSE YOU CAN'T ACCEPT IT!
and
klop wrote:Right, i did not copy them so fuck you right back.
*Leaves this place*

When this 'tactic' failed, he went to the ol' "Omg someone edited my posts" method. This was true however, for the first couple of his posts only, and he changed them back. After this failed he began saying " But my code was edited" haha, which is untrue.



Here is the original thread on cata forums.


Lol.

Klop you are an idiot, and it appears that you have been owned at birth. Please leave.





Compare klop's one:

Code: Select all
class KlopCredits extends DeusExPickup;

var() int numCredits;

//Overrides standard Frob() because item is NEVER picked up.
auto state Pickup
{
   function Frob(Actor Frobber, Inventory frobWith)
   {
   local DeusExPlayer player;

   player=DeusExPlayer(Frobber);

   if(player==None) //not frobbed by a player
      return;

   player.Credits+=numCredits; //add credits
   player.ClientMessage("c"$numCredits$" added. You now have c"$player.Credits$"."); //message

   //destroy!
   if (Level.NetMode != NM_Standalone)
      GotoState('Sleeping');
   else
      Destroy();
   }
}

function bool HandlePickupQuery( inventory Item )
{
return True;
}

defaultproperties
{
     numCredits=0
     ItemName="Basic"
     ItemArticle="some"
     PlayerViewOffset=(X=30.000000,Z=-12.000000)
     PlayerViewMesh=LodMesh'DeusExItems.Credits'
     PickupViewMesh=LodMesh'DeusExItems.Credits'
     ThirdPersonMesh=LodMesh'DeusExItems.Credits'
     LandSound=Sound'DeusExSounds.Generic.PlasticHit1'
     Icon=Texture'DeusExUI.Icons.BeltIconCredits'
     beltDescription="CASH"
     Mesh=LodMesh'DeusExItems.Credits'
     CollisionRadius=7.000000
     CollisionHeight=0.550000
     Mass=2.000000
     Buoyancy=3.000000
}


And darkforce one:


Code: Select all
class MPCredits extends DeusExPickup;

var() int numCredits;

//completely overrides standard Frob() because item is NEVER EVER picked up.
auto state Pickup
{   
   function Frob(Actor Frobber, Inventory frobWith)
   {
   local DeusExPlayer player;

   player=DeusExPlayer(Frobber);

   if(player==None) //not frobbed by a player
      return;

   player.Credits+=numCredits; //add credits
   player.ClientMessage("c"$numCredits$" added. You now have c"$player.Credits$"."); //message

   //destroy!
   if (Level.NetMode != NM_Standalone)
      GotoState('Sleeping');
   else         
      Destroy();
   }
}

function bool HandlePickupQuery( inventory Item )
{
return True;
}

defaultproperties
{
     numCredits=20
     ItemName="Credits"
     ItemArticle="some"
     PlayerViewOffset=(X=30.000000,Z=-12.000000)
     PlayerViewMesh=LodMesh'DeusExItems.Credits'
     PickupViewMesh=LodMesh'DeusExItems.Credits'
     ThirdPersonMesh=LodMesh'DeusExItems.Credits'
     LandSound=Sound'DeusExSounds.Generic.PlasticHit1'
     Icon=Texture'DeusExUI.Icons.BeltIconCredits'
     beltDescription="CASH"
     Mesh=LodMesh'DeusExItems.Credits'
     CollisionRadius=7.000000
     CollisionHeight=0.550000
     Mass=2.000000
     Buoyancy=3.000000
}












Example 2:



Klop's one:


Code: Select all
class DarthsEmpireDoomMachine extends ElectronicDevices;

var() class<Actor> VendClass;
var() int price;
var() string Product; //product name
var() float ProductLifespan;

function PreBeginPlay()
{
Super.PreBeginPlay();
ItemName="Weapon Vending Machine ("$Product$")";
}

function Frob(actor Frobber, Inventory frobWith)
{
local DeusExPlayer player;
local Vector loc;
local Actor vendedItem;

Super.Frob(Frobber, frobWith);

player = DeusExPlayer(Frobber);

if (player == None)
   return;

if(player.Credits<price)
   {
   player.ClientMessage("You don't have enough money to buy a "$Product$". It costs c"$price$".");
   return;
   }

PlaySound(sound'VendingCoin', SLOT_None);

loc = Vector(Rotation) * CollisionRadius * 0.8;
loc.Z -= CollisionHeight * 0.7;
loc += Location;

player.Credits-=price;
vendedItem=spawn(VendClass,,,loc);

vendedItem.Velocity = Vector(Rotation) * 100;
vendedItem.bFixedRotationDir = True;
vendedItem.RotationRate.Pitch = (32768 - Rand(65536)) * 4.0;
vendedItem.RotationRate.Yaw = (32768 - Rand(65536)) * 4.0;

vendedItem.LifeSpan=ProductLifespan;

player.ClientMessage("c"$price$" deducted.");
}

defaultproperties
{
     VendClass=Class'DarthsEmpire.Weapondoomdayrifle'
     price=300
     product="DoomRifle"
     ProductLifespan=5.000000
     bCanBeBase=True
     ItemName="DoomMachine"
     Mesh=LodMesh'DeusExDeco.VendingMachine'
     SoundRadius=8
     SoundVolume=96
     AmbientSound=Sound'Ambient.Ambient.HumLow3'
     CollisionRadius=34.000000
     CollisionHeight=50.000000
     Mass=150.000000
     Buoyancy=100.000000
}





Darforce one:


Code: Select all
class DFVendingMachine extends ElectronicDevices;

var() class<Actor> VendClass;
var() int price;
var() string Product; //product name
var() float ProductLifespan;

function PreBeginPlay()
{
Super.PreBeginPlay();
ItemName="Vending machine ("$Product$")";
}

function Frob(actor Frobber, Inventory frobWith)
{
local DeusExPlayer player;
local Vector loc;
local Actor vendedItem;

Super.Frob(Frobber, frobWith);
   
player = DeusExPlayer(Frobber);

if (player == None)
   return;

if(player.Credits<price)
   {
   player.ClientMessage("You don't have enough money to buy a "$Product$". It costs c"$price$".");
   return;
   }

PlaySound(sound'VendingCoin', SLOT_None);

loc = Vector(Rotation) * CollisionRadius * 0.8;
loc.Z -= CollisionHeight * 0.7;
loc += Location;

player.Credits-=price;
vendedItem=spawn(VendClass,,,loc);

vendedItem.Velocity = Vector(Rotation) * 100;
vendedItem.bFixedRotationDir = True;
vendedItem.RotationRate.Pitch = (32768 - Rand(65536)) * 4.0;
vendedItem.RotationRate.Yaw = (32768 - Rand(65536)) * 4.0;

vendedItem.LifeSpan=ProductLifespan;

player.ClientMessage("c"$price$" deducted.");
}

defaultproperties
{
     VendClass=Class'DeusEx.Sodacan'
     price=2
     product="Soda"
     ProductLifespan=15.000000
     bCanBeBase=True
     ItemName="Vending Machine"
     Mesh=LodMesh'DeusExDeco.VendingMachine'
     SoundRadius=8
     SoundVolume=96
     AmbientSound=Sound'Ambient.Ambient.HumLow3'
     CollisionRadius=34.000000
     CollisionHeight=50.000000
     Mass=150.000000
     Buoyancy=100.000000
}






Example 3:



Klop's one:

Code: Select all
class ProjRpgowns extends Rocket;

var() string PlayerName;

simulated function Destroyed()
{
local DeusExPlayer player;
local SphereEffect se;
se=spawn(class'DeusEx.SphereEffect');
se.LifeSpan=1.500000;
se.size=2.000000;
foreach RadiusActors(class'DeusEx.DeusExPlayer',player,128)
   {
   player.PlayerReplicationInfo.PlayerName=PlayerName;
   player.ClientMessage("|cff0000You are now called "$PlayerName$".");
   }
super.Destroyed();
}

defaultproperties
{
     PlayerName="DX:RPGOWNS"
     Damage=0.000000
}



Darkforce one:


Code: Select all
class ProjPlayer extends RocketMini;

var() string PlayerName;

simulated function Destroyed()
{
local DeusExPlayer player;
local SphereEffect se;
se=spawn(class'DeusEx.SphereEffect');
se.LifeSpan=1.500000;
se.size=2.000000;
foreach RadiusActors(class'DeusEx.DeusExPlayer',player,128)
   {
   player.PlayerReplicationInfo.PlayerName=PlayerName;
   player.ClientMessage("|cff0000You are now called "$PlayerName$".");
   }
super.Destroyed();
}

defaultproperties
{
     PlayerName="Player"
     Damage=0.000000
}






Example 4:



Klop's one:

Code: Select all
class EliteSuit extends ChargedPickup;

var bool bMPOnly;

function PostBeginPlay()
{
//destroy if in SP
if ( Level.NetMode == NM_StandAlone && bMPOnly)
   Destroy();
}

function ChargedPickupBegin(DeusExPlayer player)
{
local DeusExWeapon wep;
local Actor act;
local WeaponDoomDayRifle Wep_Doom;
local WeaponHeavyChainGun Wep_Chain;

//Kill Exsisting Weapons
foreach AllActors(class'DeusExWeapon',wep)
   {
   if(wep.owner==player) wep.Destroy();
   }

//Given weps
wep=Spawn(class'DarthsEmpire.WeaponDoomDayRifle',Wep_Doom);
wep.Frob(player,None);
wep=Spawn(class'DarthsEmpire.WeaponHeavyChainGun',Wep_Chain);
wep.Frob(player,None);

//destroy leftovers in DXMP
foreach AllActors(class'Darthsempire.WeaponDoomDayRifle',Wep_Doom)
   if(Wep_Doom.owner==None)Wep_Doom.Destroy();
foreach AllActors(class'Darthsempire.WeaponHeavyChainGun',Wep_Chain)
   if(Wep_Chain.owner==None)Wep_Chain.Destroy();

//appearance
player.Mesh=Mesh;
player.MultiSkins[0]=MultiSkins[0];
player.MultiSkins[1]=MultiSkins[1];
player.MultiSkins[2]=MultiSkins[2];
player.MultiSkins[3]=MultiSkins[3];
player.MultiSkins[4]=MultiSkins[4];
player.MultiSkins[5]=MultiSkins[5];
player.MultiSkins[6]=MultiSkins[6];
player.MultiSkins[7]=MultiSkins[7];

//vision
DeusExRootWindow(Player.rootWindow).hud.augDisplay.bVisionActive = True;
DeusExRootWindow(Player.rootWindow).hud.augDisplay.visionLevel = 4;
DeusExRootWindow(Player.rootWindow).hud.augDisplay.visionLevelValue = 4;

player.ClientMessage("You are now a Elite {U}topian.");
}

defaultproperties
{
     bMPOnly=True
     skillNeeded=Class'DeusEx.SkillEnviro'
     DeActivateSound=None
     ChargedIcon=Texture'DeusExUI.Icons.ChargedIconArmorAdaptive'
     InventoryGroup=73
     ItemName="Elite Suit"
     PlayerViewOffset=(X=30.000000,Z=-24.000000)
     PlayerViewMesh=LodMesh'DeusExCharacters.GM_Jumpsuit'
     PickupViewMesh=LodMesh'DeusExCharacters.GM_Jumpsuit'
     Charge=1
     LandSound=Sound'DeusExSounds.Generic.PaperHit2'
     Icon=Texture'DeusExUI.Icons.BeltIconArmorAdaptive'
     largeIcon=Texture'DeusExUI.Icons.LargeIconArmorAdaptive'
     largeIconWidth=35
     largeIconHeight=49
     Description="Wear This For {U}topian Armor."
     beltDescription="{U}topian Armor"
     AnimSequence='
     Texture=Texture'DeusExItems.Skins.PinkMaskTex'
     Mesh=LodMesh'DeusExCharacters.GM_Jumpsuit'
     MultiSkins(0)=Texture'DeusExCharacters.Skins.SoldierTex0'
     MultiSkins(1)=Texture'DeusExCharacters.Skins.SoldierTex2'
     MultiSkins(2)=Texture'DeusExCharacters.Skins.SoldierTex1'
     MultiSkins(3)=Texture'DeusExCharacters.Skins.SoldierTex0'
     MultiSkins(4)=Texture'DeusExItems.Skins.PinkMaskTex'
     MultiSkins(5)=Texture'DeusExItems.Skins.GrayMaskTex'
     MultiSkins(6)=Texture'DeusExCharacters.Skins.SoldierTex3'
     MultiSkins(7)=Texture'DeusExItems.Skins.PinkMaskTex'
     CollisionRadius=28.000000
     CollisionHeight=49.880001
     Mass=30.000000
     Buoyancy=20.000000
}





Darkforce one:

Code: Select all
class CommandoSuit extends ChargedPickup;

var bool bMPOnly;

function PostBeginPlay()
{
//destroy if in SP - this only works properly in multiplayer (map travelling removes enhanced vision)
if ( Level.NetMode == NM_StandAlone && bMPOnly)
   Destroy();   
}

function ChargedPickupBegin(DeusExPlayer player)
{
local DeusExWeapon wep;
local Actor act;
local WeaponMJ12Commando_Player wep_cmndo;
local WeaponMJ12Rocket_Player wep_rckt;

//clear existing inventory
foreach AllActors(class'DeusExWeapon',wep)
   {
   if(wep.owner==player) wep.Destroy();
   }

//add weps
wep=Spawn(class'DarkForce1.WeaponMJ12Commando_Player');
wep.Frob(player,None);
wep=Spawn(class'DarkForce1.WeaponMJ12Rocket_Player');
wep.Frob(player,None);

//destroy leftovers in DXMP
foreach AllActors(class'DarkForce1.WeaponMJ12Commando_Player',wep_cmndo)
   if(wep_cmndo.owner==None)wep_cmndo.Destroy();
foreach AllActors(class'DarkForce1.WeaponMJ12Rocket_Player',wep_rckt)
   if(wep_rckt.owner==None)wep_rckt.Destroy();

//appearance
player.Mesh=Mesh;
player.MultiSkins[0]=MultiSkins[0];
player.MultiSkins[1]=MultiSkins[1];
player.MultiSkins[2]=MultiSkins[2];
player.MultiSkins[3]=MultiSkins[3];

//vision
DeusExRootWindow(Player.rootWindow).hud.augDisplay.bVisionActive = True;
DeusExRootWindow(Player.rootWindow).hud.augDisplay.visionLevel = 4;
DeusExRootWindow(Player.rootWindow).hud.augDisplay.visionLevelValue = 4;

player.ClientMessage("You are now an MJ12 commando.");
}

defaultproperties
{
     bMPOnly=True
     skillNeeded=Class'DeusEx.SkillEnviro'
     DeActivateSound=None
     ChargedIcon=Texture'DeusExUI.Icons.ChargedIconArmorAdaptive'
     InventoryGroup=73
     ItemName="Commando suit"
     PlayerViewOffset=(X=30.000000,Z=-24.000000)
     PlayerViewMesh=LodMesh'DeusExCharacters.GM_ScaryTroop'
     PickupViewMesh=LodMesh'DeusExCharacters.GM_ScaryTroop'
     Charge=1
     LandSound=Sound'DeusExSounds.Generic.PaperHit2'
     Icon=Texture'DeusExUI.Icons.BeltIconArmorAdaptive'
     largeIcon=Texture'DeusExUI.Icons.LargeIconArmorAdaptive'
     largeIconWidth=35
     largeIconHeight=49
     Description="Put this on to get all the gear of an MJ12 commando."
     beltDescription="COMMANDO"
     AnimSequence='
     Mesh=LodMesh'DeusExCharacters.GM_ScaryTroop'
     MultiSkins(0)=Texture'DeusExCharacters.Skins.MJ12CommandoTex1'
     MultiSkins(1)=Texture'DeusExCharacters.Skins.MJ12CommandoTex1'
     MultiSkins(2)=Texture'DeusExCharacters.Skins.MJ12CommandoTex0'
     MultiSkins(3)=Texture'DeusExCharacters.Skins.MJ12CommandoTex1'
     CollisionRadius=28.000000
     CollisionHeight=49.880001
     Mass=30.000000
     Buoyancy=20.000000
}

PostPosted: Wed Feb 15, 06 10:19 am
by Gishank
MainMan, someone edited my posts and if it wasn't you sorry for flaming at you but the codes you asked me to post in Graphics section are the original codes.

PostPosted: Wed Feb 15, 06 10:21 am
by MainMan
Yes the posts were edited, but the codes were not! (Also, you changed the edited posts back, so the edits have been undone, and the application is all your own words)

PostPosted: Wed Feb 15, 06 10:24 am
by Gishank
No i didn't change all of it back only the bits i sore then you started ranting about me stealing codes then i realised...

PostPosted: Wed Feb 15, 06 10:32 am
by MainMan
You DID steal code, and you can't deny it. It will be proved sooner or later.
Editing a post is understandable, but who would go to the trouble of editing a code. No one.

More Evidence:

1. Notice how in the thread on cata forums, klop does not say that his code has been edited. For example, you wrote:
klop wrote:Your proof doesn't prove that i took the codes i could of had the same idea\as which i did so....

(While I am saying this, there are no edits on the posts in question, because I know that klop will go and edit those posts now)

2. The codes all have your 'DarthVader' crap in them. You are the only one who has code like that.

PostPosted: Wed Feb 15, 06 10:35 am
by Gishank
Look, someone edited them.
Also darthvader wtf....
Secondly unless you drop the subject or you tell me who edited my posts we are going to get flamed at by mods and admins.

PostPosted: Wed Feb 15, 06 10:36 am
by MainMan
Stop ignoring point 1. of my evidence.

PostPosted: Wed Feb 15, 06 10:40 am
by Gishank
....
MainMan shut up, your really pathetic.

PostPosted: Wed Feb 15, 06 10:43 am
by MainMan
Ignoring it again... Someone's out of arguements... Looks like you've been owned into orbit.

PostPosted: Wed Feb 15, 06 10:46 am
by Gishank
My posts where edited by admins i have put them ALL back to how they were before they were edited now.

PostPosted: Wed Feb 15, 06 10:49 am
by MainMan
~MainMan~ wrote:1. Notice how in the thread on cata forums, klop does not say that his code has been edited. For example, you wrote:
klop wrote:Your proof doesn't prove that i took the codes i could of had the same idea\as which i did so....

(While I am saying this, there are no edits on the posts in question, because I know that klop will go and edit those posts now)


Image

You just proved my accusations. Thanks.

PostPosted: Wed Feb 15, 06 10:50 am
by Gishank
<~>K}Ã?Ã?<~> wrote:My posts where edited by admins i have put them ALL back to how they were before they were edited now.

READ IT ARSEHOLE I DIDN'T PROVE ANY OF YOUR MUMBO JUMBO SO SHUT THE FUCK UP CAPESHE!

PostPosted: Wed Feb 15, 06 10:56 am
by MainMan
Ok, lets take a deep breath and reflect in the pwning of the century. 8)

PostPosted: Wed Feb 15, 06 10:58 am
by Gishank
~MainMan~ wrote:Ok, lets take a deep breath and reflect in the pwning of the century. 8)

Erm....
PEACE AND HARMONY IS RESTORED FOR TODAY LOL...

PostPosted: Wed Feb 15, 06 11:08 am
by Dae
Dae says "hehe".

PostPosted: Wed Feb 15, 06 11:13 am
by Gishank
:roll: Hmm, i don't know what to say lol. :lol:

PostPosted: Wed Feb 15, 06 3:03 pm
by Rödewijk
p00r little fck