The Pip-Boy from Fallout 4 in pure CSS. I've spent way too much time on this. Enjoy!
note: only the screen icons and vault boy are images.
Forked from Stix's Pen Fallout 4 Pip-Boy in CSS.
A Pen by Manasseh Pierce on CodePen.
| //create a new array to store our surface tile data in | |
| var surfaceTiles = new Array; | |
| /* ModPE.GenerateSurfaceTile | |
| ## This allows a block to be generated on the surface, like a block | |
| parameters: | |
| blockID {Number} Integer : The ID to generate | |
| blockData {Number} Integer : The Data to generate | |
| maxDistanceFromPlayer {Number} Integer : The farthest to generate from the players location (random between 0 and Input) | |
| maxPatchSize {Number} Integer : The max size of the patch, 5 will be 5x5 |
| [ | |
| { | |
| "name": "apple", | |
| "id": 4, | |
| "icon": "apple", | |
| "category": "Miscellaneous", | |
| "use_animation": "eat", | |
| "use_duration": 32, | |
| "food": { |
The Pip-Boy from Fallout 4 in pure CSS. I've spent way too much time on this. Enjoy!
note: only the screen icons and vault boy are images.
Forked from Stix's Pen Fallout 4 Pip-Boy in CSS.
A Pen by Manasseh Pierce on CodePen.
| function entityAddedHook(entity) { | |
| if(Entity.getEntityTypeId(entity) == EntityType.ARROW) { | |
| var entity2 = Level.spawnMob(Entity.getX(entity), Entity.getY(entity), Entity.getZ(entity), EntityType.BOAT); | |
| Entity.setVelX(entity2, Entity.getVelX(entity)); | |
| Entity.setVelY(entity2, Entity.getVelY(entity)); | |
| Entity.setVelZ(entity2, Entity.getVelZ(entity)); | |
| Entity.remove(entity); | |
| } | |
| } |
| //This file is made by Me, Manasseh Pierce | |
| //Twitter: @pierce_manasseh | |
| //Use this in AIDE Web in a JavaScript project for auto complete features | |
| var addItemInventory = function(par1int, par2int, par3int){return;}; | |
| var bl_setMobSkin = function(par1Object, par2String){return;}; | |
| var bl_spawnMob = function(par1double, par2double, par3double, par4int, par5String){return;}; | |
| var clientMessage = function(par1String){return;}; | |
| var explode = function(par1double, par2double, par3double, par4double, par5boolean){return;}; | |
| var getCarriedItem = function() {return;}; |
| //Custom Render Type | |
| //create more, just copy and paste | |
| function addMyRenderType(renderer) { | |
| //the scale of the model, to make it smaller, make it negitive | |
| var var2 = 0; | |
| //the model of the render | |
| var model = renderer.getModel(); | |
| //the part of the model clear the part | |
| var head = model.getPart("head").clear(); |
A Pen by Manasseh Pierce on CodePen.
| addItemInventory = function(par1int, par2int, par3int){return;}; | |
| bl_setMobSkin = function(par1Object, par2String){return;}; | |
| bl_spawnMob = function(par1double, par2double, par3double, par4int, par5String){return;}; | |
| clientMessage = function(par1String){return;}; | |
| explode = function(par1double, par2double, par3double, par4double, par5boolean){return;}; | |
| getCarriedItem = function(){return;}; | |
| getLevel = function(){return;}; | |
| getPitch = function(par1Object){return;}; | |
| getPlayerEnt = function(){return;}; | |
| getPlayerX = function(){return;}; |
| # This file was automatically generated by Mod Organizer. | |
| Skyrim.esm | |
| Update.esm | |
| Dawnguard.esm | |
| HearthFires.esm | |
| Dragonborn.esm | |
| Skyrim Project Optimization - Full Version.esm | |
| Unofficial Skyrim Legendary Edition Patch.esp | |
| ApachiiHair.esm | |
| RaceCompatibility.esm |
A Pen by Manasseh Pierce on CodePen.