Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Str4tofortress

Pages: [1] 2 3 4
1
Gallery / Re: [Video] When you mod test on public...
« on: December 30, 2015, 11:07:53 PM »
EDIT: What about the planes? It doesn't seem like players are flying them

The old add-on event_vehicle has an onVehicleSpawn>setVelocity option


2
Gallery / Re: [Video] When you mod test on public...
« on: December 28, 2015, 04:13:38 PM »
are those bot controlled or something? auto targeting?

They search for vehicles with different colored spawn bricks and leads the shot.

Essentially, tribal auto turrets

3
Gallery / [Video] When you mod test on public...
« on: December 28, 2015, 09:26:32 AM »

4
Add-Ons / Re: [Brick] Sandbag (Swollow + Stratofortress)
« on: December 26, 2015, 04:55:58 AM »
Feel free! I'm pretty open source about my stuff.

5
Modification Help / Re: Problems with troubleshooting addons
« on: August 03, 2015, 03:56:29 PM »
server.cs
Code: [Select]
exec('./a.cs');
exec('./b.cs');

a.cs
Code: [Select]
// projectile datablock
..
particleEmitter = RocketFireEmitter;
...

b.cs
Code: [Select]
...
datablock ParticleEmitterData(RocketFireEmitter) {}
...

In server.cs, a.cs is executed before b.cs and RocketFireEmitter is defined in b.cs
so something like
Code: [Select]
Object 'RocketFireEmitter' is not a member of the 'ParticleEmitterData' data block classis returned because it doesn't exist when a.cs is executed. to fix, change server.cs to
Code: [Select]
exec('./b.cs');
exec('./a.cs');

So for your case, sounds like the effects folder contains scripts that define effects. Make sure it is executed before whatever uses them is.

6
Modification Help / Re: Problems with troubleshooting addons
« on: August 02, 2015, 07:25:34 AM »
Check if the datablock is initiated BEFORE it is used. Usually the issue is in server.cs where you execute a script that contains a datablock usage before its defined in another script.

7
Add-Ons / Re: Seawolf Attack Submarine - (Patch 1)
« on: June 30, 2015, 01:20:16 AM »
Mind getting a console log?

8
Add-Ons / Re: M1 Abrams
« on: June 29, 2015, 12:36:34 AM »
hey um.. X3 that Body.dts everything object download is to your SeaWolf

also YESYESYESYESYES!!

Fixed

9
Add-Ons / Re: Seawolf Attack Submarine - (Patch 1)
« on: June 26, 2015, 10:56:33 PM »
In multiplayer it seems to forget about in the water or maybe height control is having issues?
Bit more detail?

Will it show water on the inside or is that not possible to do?
There is no virtual interior if thats what you are asking

10
Add-Ons / Re: M1 Abrams
« on: June 24, 2015, 01:39:50 AM »
Man, could you take the like two minutes to fix the inverted lighting on your models? They're so good but almost all have the issue so it's just incredibly off-putting.
Normals are not flipped. When the normal are flattened, the barrel is in the up position, hence it takes in the wrong set of smoothing groups. I'm stressing over some summer classes right now but ill look into it when I can.

11
Add-Ons / Re: M1 Abrams
« on: June 22, 2015, 01:12:53 AM »
You seem to be running the first version. Try redownloading

12
Add-Ons / Re: M1 Abrams
« on: June 20, 2015, 08:07:26 PM »

this is what happens when i get in

you can see the lighting is inverted on the tank barrel and some other parts of the tank
also notice the turret is rotated to the side for no reason but the projectiles still shoot straight
i have no weird add ons that would be causing this

edit: i dont know what my strafe steering is set to so ill go investigate that but the inverted lighting should still be looked at
Could you post the console log?

13
Add-Ons / Re: M270 MLRS
« on: June 20, 2015, 05:29:20 PM »
Addon has been fixed to work with player_fluidity

14
Add-Ons / Re: M1 Abrams
« on: June 20, 2015, 05:28:09 PM »
Add-on has been fixed to work with player_fluidity

15
Add-Ons / Re: M1 Abrams
« on: June 20, 2015, 03:52:13 PM »
With the way the turret works, you have to be in a position to see 360. I could make the player hidden tho

Pages: [1] 2 3 4