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Messages - BULLsEYE091

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1
Add-Ons / Re: Fully Automatic Glock 18 (G18 form Modern Warfare 2)
« on: November 14, 2010, 04:06:14 AM »
Daaa Hello bump :)

2
Modification Help / Re: Most Up-to-date Ammo System Script?
« on: November 14, 2010, 04:03:52 AM »
Bump

3
Modification Help / Re: Most Up-to-date Ammo System Script?
« on: October 24, 2010, 04:08:40 AM »
You should use spaceguy's ammo mod

You see I don't know how to...

4
Modification Help / Re: A Blocko Assault Rife?
« on: October 24, 2010, 04:06:50 AM »

5
Modification Help / Re: A Blocko Assault Rife?
« on: October 16, 2010, 05:25:52 PM »
ummm, bump?

6
Suggestions & Requests / Re: New weapon request.
« on: October 11, 2010, 06:58:11 AM »
The ar-15 is the civ version of the m16 I think.

Nahh, M16 is civ accessible, the AR-15 is the predecessor to the M16, twas updated during 'nam. haha lol, love that word.. 'nam

7
Modification Help / Re: Most Up-to-date Ammo System Script?
« on: October 11, 2010, 06:54:16 AM »
BUMP!!!! The quicker this gets done, the quicker you guys get the gun and the updated G18!

8
Modification Help / Re: Most Up-to-date Ammo System Script?
« on: October 08, 2010, 05:23:00 PM »
I don't know if it is already done this way, but has anyone considered defining a few generic ammo functions and then simply using those? .hasAmmo(%type) .useAmmo(%type) .addAmmo(%type) .depleteAmmo(%type), each with an optional number, defaulting to 1 if ommited, and returning the ammount of ammo actually used/added/removed?

Then, adding the condition of "must have ammo to fire" without a clip system, would be, in pseudocode,

ammoitem::onpickup
   %player.addAmmo(%type, %contents)

gunimage::onfire
    if(%player.useAmmo("gunshells"))
      parent::onfire
    else
      tellPlayer("Not enough ammo")


ok... sounds good, but im no scripter, ill need a confirmed and finished up-to-date ammo system

10
Modification Help / Re: A Blocko Assault Rife?
« on: October 07, 2010, 12:26:56 AM »
I am jealous, because you know how to script.

11
Add-Ons / Re: FN F2000 (by pandan)
« on: October 06, 2010, 08:09:56 PM »
Nice simple and yet gr8

12
Modification Help / Re: A Blocko Assault Rife?
« on: October 06, 2010, 07:45:46 PM »
Any scripters are going to have to know as much information about how you want this gun to be like as possible, such as bullet speed, delay between each round, max ammo, etc.

EDIT: Crap Mediafire's down

Um... around 20-30 bullets in the clip; depends on what you think looks about right, Bullet speed should be like the usual unless you think it should be faster; remenber im abit weird... Rate of fire should be similar to the UMP on MW2 (look on youtube if nessisary) soz have to go to the dentist :( be back soon (continue the post later)

13
Modification Help / Re: A Blocko Assault Rife?
« on: October 06, 2010, 06:11:10 PM »
I can script it for you.

Ok.. well for you and anyone else that would kindly like to try to script it >http://www.mediafire.com/?ki9cqiab8et30py < there is the link to the gun as it is at moment.

BTW; the reload animation is called reload and the fire is called fire!

14
Modification Help / Re: Most Up-to-date Ammo System Script?
« on: October 06, 2010, 06:05:19 PM »
The script I made for clip-based reloading (infinite reserve ammo) probably has the best example with Bushido's Tier+Tactical pack.

Ok... I've previously looked through that but It confuses the heck outa me with references to the ammo everywhere :/ Could it be possible to just have it in one solid bit of code that i just need to insert somewere?

15
Suggestions & Requests / Re: Weapon Ideas please!
« on: October 06, 2010, 06:23:06 AM »
If you want the model you can download it here > http://www.mediafire.com/?1g10a166g6gmyuu < (BTW i am XxForgotenShadowxX) ummmm.. yeah i made it for fun so I dont really give a damn if it gets stollen hehehe twazz practice :) (Blender)

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