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Drama / Re: DotDotCir-Square is back
« on: November 24, 2012, 10:46:36 PM »:•This made me smile.
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:•This made me smile.
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I bet they guy was murdered and they just made it look like a Self Delete.It in NO way looks like a Self Delete, that's why it's so ridiculous that they call it a Self Delete. However, I believe it was a Self Delete. Think about it. If you wanted to go out in an extravagant way, what better way would there be than to look like someone murdered you? I mean, you can blow up your house but then you'll look like a total richardwad and nobody wants that. So think, how do I make it look like a Self Delete? Stand on a ledge with your feet in a sack, pull the sack up over your head, tighten it just enough so your hand can fit out with the gun in it, and shoot yourself in the head. The fall will cause you and the gun to both fall into the water-- the gun will sink, making it unrecoverable, but you will float and be found. To anyone looking, you're a dead carcass in a sack. Total murder. Like, obvious murder. No traceable weapon found, nothing. Bam, your death triggers a murder investigation.
Yea of course, I shoot myself in the head, jump in a sack full of rocks, tie it up with cable clips, and jump in the riverAre you as dumb as Elecro? Read the article, handicap.
That's like
i don't even
How do they get the handicapped idea that he could have managed to do that?
I got it now.But one other problem its slanted instead of strait.This is more "general modification help" because these aren't usually things you fix through code. I seriously recommend just rotating the model in your modelling program.
:/
function Player::canSeeObject(%this, %object)
{
%ev = %this.getEyeVector();
%pos = %this.getPosition();
if(!isObject(%object))
return 0;
%ep = isFunction(%object.getClassname(), getEyePoint) ? %object.getEyePoint() : %object.getPosition();
%vd = vectorDist(%pos, %ep);
if(%vd > 64)
return 0;
%cast = containerRaycast(%pos, %ep, $TypeMasks::FxBrickObjectType);
if(isObject(%cast))
return 0;
%adjp = vectorSub(%pos, %ep);
%angle = mATan(getWord(%adjp,1), getWord(%adjp,0));
%ea = mATan(getWord(%ev,1), getWord(%ev,0));
%cansee = %ea - %angle;
%canSee = mAbs(%canSee);
if(%cansee > 3.92689 || %cansee < 2.35629)
return 0;
return 1;
}
function Player::CanSeeLoop(%this)
{
if(%this.canSeeObject($HorrorObject))
{
whatever();
}
%this.schedule(100,canSeeLoop);
}
Thanks, that's issue numero uno.Open a second LFO, make it a stepper or performance, bind it to the rate of the first LFO, design your rate automation.
Second issue: How do I automate rate of the LFO without it sounding bad?
Someone teach me how to make dubstep tomorrow, I mean come in to a steam or skype, tell me what type of sound I should be looking for and tell me how to modulate it correctly. It always either sounds robotic if I automate the rate or it sounds too fast and offbeat.In Massive? Set filter 1 to a Low Pass filter, drag an LFO onto the SC for the cutoff, play with the amount and the rate and the waveform. Wub wub wub.