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 - Suna

Pages: 1 2 3 4 5 6 [7] 8
91
Add-Ons / Re: Yoke's Add-Ons [Updated + Revision]
« on: July 15, 2015, 10:02:15 AM »
you should team up with YAWa200
it had to be said

-snip-

92
Faces, Decals, Prints / Yoke's Faces
« on: July 14, 2015, 09:58:24 PM »
First face add-on, more of an edit. I might make some more.







*DeterminedSmile
*Durr

That is all.

Yes.

93
Add-Ons / Re: Yoke's Add-Ons [Updated + Revision]
« on: July 14, 2015, 08:34:11 PM »
Updated. bump

94
Modification Help / Re: Quick Help Please, Sword Code.
« on: July 14, 2015, 06:44:40 PM »
Don't set the eyeOffset field on the image.

Yeah, I just got it. But thank you anyway.

95
Modification Help / [Solved]
« on: July 14, 2015, 05:55:01 PM »
Hi,

I have a very quick question. The task is so simple, but I don't know how to carry it out myself. I've done it before, but I don't remember how I did it. The default sword has a stable image, as if it's glued to the screen and does not move or correspond with the players movements (Bouncing, etc). Is there a way to remove that? Like Kaje's Sniper, how it has a stable image for the weapon in first person, it does not move whatsoever. Can I remove that from the default sword? What line of code am I looking for?

96
Add-Ons / Re: Yoke's Add-Ons [Revision]
« on: July 14, 2015, 05:10:35 PM »
The M16 seems to lift anything it hits like players and vehicles.

-snip-

97
Add-Ons / Re: Yoke's Add-Ons
« on: July 14, 2015, 04:23:44 PM »

98
Add-Ons / Re: Yoke's Add-Ons
« on: July 14, 2015, 04:14:13 AM »
It frustrates me that you come back after having a leaving topic.

However, I do think this all looks pretty cool.

-snip-

I do appreciate that, thank you.

99
Add-Ons / Yoke's Add-Ons [Updates]
« on: July 14, 2015, 03:37:49 AM »


My 4 Team weapon pack is nothing drastically significant. It's a collection of multiple color coded and slightly modified swords and bows. I intend to release more versions consisting of different abilities and effects. But for now, this is all. Players who have joined any of my servers and played around with them have said to enjoy them. The swords have a glowing effect emitting from the weapon and the bows shoot laser like arrows that explode on impact rather than sticking for a brief moment. I got this idea from how TDMs were conducted long ago in the earlier stages of Blockland.

Development:
4Team Guns (Default)





*Updates: The bows now have maximum velocity, damage increased, no more gravity, bounce increased. The swords eyeoffset have been changed.










This is a "Default Gold" weapon set consisting of a few modified core tools and weapons. Each weapon does the exact same damage. It's not really purposed for anything, it's just a little kinky prop to play around with.

*Updates: The "GoldBow" has been removed from the pack due to similarities with the "YellowBow" (Obviously).

If you would still like the GoldSword anyway, despite similarities, you can download it here.










- Photo credits with -Corvette-

The M16AR "M16A4 Burst Rifle" is a 3 round bust assault rifle. The model was designed by Stratofortress/Peaceful War. I equipped this weapon with a custom muzzle, shell and bullet. This weapon is highly accurate and all purposed.


*Updates: The "M16AR" no longer impulses players on bullet impact.







100
Add-Ons / Re: Commands Manager GUI [My First Add-On Ever]
« on: July 14, 2015, 01:29:44 AM »
Rate: 11/10

101
Can i help you? Do you have Evolve?

Evolve?
What's that? I have a Steam account.

102
Track title: "Ascend"
Kart type: ATV (Off-road)
Current status: WIP





103
Modification Help / SuperKart Track Development
« on: July 13, 2015, 09:40:59 AM »
Track title: "Ascend"
Kart type: ATV (Off-road)





104
More progression.



105
Scratch the cave project for now.
Here's two screenshots of a new project/track I'm working on with Faraday and Filipe.



Pages: 1 2 3 4 5 6 [7] 8