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Messages - Trinity Armory

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1
...boo.

Okmaybenotsomuch but need to get off duff and poke at Blockland a bit again, get creative stuff going some more. Maybe :S Anything I miss?

2
Question on the weapon packages, were they standalone stuff or do they require another weapon system to work?

3
Modification Help / Re: Boodals' Untitled D&D-like RPG
« on: October 26, 2014, 04:28:12 PM »
I'd be willing to assist with some generic building stuff, if ya still need help on that front. Tend to be rather random with my spare time but hey, any offer's better than none right? :D

4
Where can I get that armor that's in the OP?
There's a link for it in the OP, dewd '-'

5
Add-Ons / Re: The Dragon Mods
« on: October 16, 2014, 09:49:02 AM »
Ohey, how long has it been since I poked Blockland last?

Either way, it's nice to see the Dragon pack again :D

6
Add-Ons / Re: Sphere Pack
« on: January 25, 2014, 04:42:40 AM »
Sweet. This add-on pack musta really took some balls to make.

...I'll just show myself out.

7
Well RTB finally caught up with the updates :D

9
Modification Help / Re: The Bug & MAS Mods =MAS Rail Rifle Released!=
« on: January 04, 2014, 06:32:59 AM »
Bug bots instead of players sounds awesome. Not sure why I haven't tried using it yet :S
Reminds me that I still need to convert Mod2

Also, glad to have you back Trinity :)

To be fair, I got inspired for my new random figiting via the Treasure Hunter gamemode GCat released, so I'm building a piraty TDM using that gamemode that includes bots occasionally scattered about that drops extra gold or other powerups, figured it'd be a good way to show off the Bot system and all that, if you are interested '3'

And danke, it has been a bit since I had time for Blockland and felt creative enough for it ^^;

10
Modification Help / Re: The Bug & MAS Mods =MAS Rail Rifle Released!=
« on: January 04, 2014, 01:43:08 AM »
Yey new bug types :D Can never have enough new bugz to work with.

Alas, if I hadn't taken a break from MAS stuff for now. Just can't get my brain into the techy stuff for now :S I may show off the bug bots though on my latest little project I'm figiting with however...

11
Modification Help / Re: Super Creeper Gamemode - Alpha released!
« on: January 03, 2014, 07:51:37 PM »
Lab, Complex Conundrum, and The Vault all link to Super Reactor, btw.

Also, how does one install the maps for Creeper again? Same as other maps and just load them up in the gamemode?

12
Modification Help / Re: The Bug & MAS Mods =BUG MOD 2 BETA RELEASE=
« on: December 26, 2013, 03:54:35 AM »
Double post:

MAS RailRifle pre-release:

https://www.dropbox.com/s/9jc7j13tvhmd0iy/Weapon_MAS_Rail_Rifle.zip

I have also uploaded the rail rifle to RTB.

More to come hopefully ;)

Huzzah!

13
Add-Ons / Re: Gravity Cat's Christmas Releases - More Stuff!
« on: December 24, 2013, 02:01:39 AM »
Yeah uhm, I attempted to nerf the bazooka in close range and did it in a silly way. Gotta make another update there.
Ah, thought it was a incompatability on my end. Cheers o/

14
Add-Ons / Re: Gravity Cat's Christmas Releases - More Stuff!
« on: December 22, 2013, 08:44:40 PM »
Does it go trough stuff when fired up close or always?
Always, least as far as I have tested recently.

For further iteration: It fakekills bricks, and murders bots it hits, but it doesn't directly explode, like I'm assuming it should.

15
Add-Ons / Re: Gravity Cat's Christmas Releases - More Stuff!
« on: December 18, 2013, 07:07:54 PM »
I's been having issues with the Bazooka part of the Flintlock pack.

...Should it be piercing through things instead of exploding? :S is there a conflict I should know about?

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