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Messages - Treti

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1
Early 2000s is not old school
Give it another ~30 years

2
This sounds like a good idea and is kind of similiar to the way ARMA 2 handles incoming rounds. The player gets sort of a "shock" and their vision gets slightly more blurry (assuming from adrenaline rush from almost being shot) and the player's shots become less accurate from said adrenaline rush. You could also maybe figure out a way to use shrapnel/ricochets from rounds hitting near the player or maybe damage from the bullets shockwave or something. It'd probably overcomplicate things but would be suitable for a more realistic gamemode.

3
That does help but I'm probably gonna need something hacky I think as what I have planned might be a little advanced. I'm adding guns that have multiple firing modes and on top of that also sights and I find the amount of datablocks per weapon might be too much. I plan on adding a lot of weapons but I fear I'll eventually hit the datablock limit. For example, one of my weapons has three firing modes; Full, semi, and burst, and with sights thats like 8 datablocks in total (not including any secondary sights that weapon may have) including itemdata and projectiledata (is 8 too many datablocks for a weapon?), and if I plan on adding, say 50 weapons or so, 8*50 is 400, which is nowhere near the limit, but still that's kind of a big number(I should mention I don't plan on stopping at 50 weapons :P)

Just need something where when you right click it checks for:
Code: [Select]
FP_Sights = "true"; //weapon sights enabled
and then looks for the specified mount for it to mount to like:
Code: [Select]
  FP_SightPoint = "mount2"; //weapon sight mountpoint, right-click to mount sights

Also looking to add secondary sights for some scoped weapons to be able to switch to a different set of sights for close quarters advantages or w/e like so:
Code: [Select]
  FP_SightSecondary = "true"; //check if the weapon has secondary sights available
  FP_SightSecPoint = "mount3"; //secondary sight mountpoint, activated by hitting brickshiftleft

or if it's impossible to mount sights to joints maybe just a value defined in itemdata that sets an offset that applies to all item images or something like that idk
Code: [Select]
  FP_SightPointoffset = "0 1.25 0.0"; //weapon sight mountpoint offset, right-click to mount sights
  FP_SightSecPointoffset = "0 0.85 0.0"; //secondary sight mountpoint offset, activated by hitting brickshiftleft

dunno if this sounds like too much or not :/

4
Shameless bump at 4 am.....

5
Trying to figure out a way to create sights for weapons without having to create an extra weapon image datablock and then I had the idea of placing mounts on the model and having some code set the eyepoint to said mounts, but I'm not entirely sure how I'm gonna do that so I need some help.

The reason I ask is I'm trying to fix my weapon pack by reducing datablocks and stuff and also adding new features, but for a lot of that I need help coding wise so if you're interested in helping me pls add me on steam (steam ID: Treti559)

6
Creativity / Re: The new and improved 3D model topic!
« on: June 02, 2016, 09:45:43 PM »
you honestly have to be one of my favorite modelers here, keep up the good work
lol thanks

also here's a pic of it ingame

7
Creativity / Re: The new and improved 3D model topic!
« on: June 02, 2016, 08:08:14 AM »
Amphibious Search Plane (click pic for 3D)

8
Creativity / Re: The new and improved 3D model topic!
« on: April 25, 2016, 11:04:30 PM »

F-22A Raptor

9
thanks so much, locking

10
Off Topic / Re: what did he say, /b/lf?
« on: January 25, 2016, 08:20:03 PM »

11
I just spent like 2 whole hours trying to find a download for that loving file but i cant find it. If anyone still has that mod can you please PM me it?

I just need the cypress tree from that pack, its the one in this image

12
...As for being able to draw or sculpt terrain using brushes, I'm actually starting work on that now. =)
HYPE

13
Will there be support for drawing our own terrain or loading heightmaps sometime in the near future?

14
Suggestions & Requests / Re: Any Planes, Guns, or helicopters? (BLOCKLAND)
« on: December 11, 2015, 08:39:25 PM »
did you not see the large bold text that says specifically not to post requests???

it amazes me how hard badspot tries to put that out there and still some kiddies don't read it.
Maybe he should make it even larger

15
Add-Ons / Re: GTA V HK 417
« on: November 14, 2015, 02:14:03 AM »
You mean a custom AR-15 carbine consisting of an ACE skeleton stock incorrectly portrayed as collapsible, Northtech Billet lower receiver with an ergonomic pistol grip, VLTOR upper receiver, a handguard resembling the Daniel Defense MFR 9.0, and a 10.5" barrel with an AAC Blackout flash hider - right?
2operator4me

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