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Messages - HellsHero

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1
Great looking models, I'm going to keep my eye on this

2
Creativity / Re: The new and improved 3D model topic!
« on: February 12, 2014, 04:31:32 PM »
They look great, like always khain :D

3
Modification Help / Re: Slayer | New Beta Version (p119) | New look! (p120)
« on: February 11, 2014, 11:47:29 AM »
I like the default look more, at least for the check boxes. Those custom ones don't look so great imo.

4
General Discussion / Re: RTB 4 Addon Archive
« on: February 07, 2014, 04:56:43 PM »
How much space does every single add-on in this archive equal up to?

5
Modification Help / Re: Hells&Khain Weaponry
« on: July 11, 2013, 09:16:38 AM »
Expect an update to the ammo system within 2 weeks time, I will have documentation on it so it will be easy to quickly pickup and use. It will be an alpha release so it may have some bugs, atm I'm ironing out some features. The current working features are:
  • Weapon mode switching, (from semi to full auto or full auto to grenade launcher are two examples)
  • Damage falloff
  • New spread algorithm
  • Updated ammo display
  • Vehicle armour and whether a certain type of bullet can damage a vehicle
  • Optional screen shake on fire
  • Ammo output events; addAmmo, setAmmo and setAmmoPickup.
    • Player -> addAmmo adds your choice of ammo to the player.
    • Player -> setAmmo sets your choice of ammo to the player.
    • Brick -> setAmmoPickup sets the amount of ammo you will get from a weapon or ammo spawn on that brick. Ex: without this event, you pickup a pistol it will have a full magazine. With this event set to 2, the pistol will only have 2 bullets loaded into it.
  • VCE; Player:totalAmmo and a Player:ammoTYPE for every different ammo type


Currently these are the modifiable preferences:
  • useAmmo,
    • if false ammo is not used; no ammo drain, no ammo drop, no reload.
  • ammoStyle,
    • 2 settings, 'Arcade Infinite Ammo Supply' and 'Arcade Limited Ammo Supply'.
  • ammoDrop,
    • 4 settings, 'No drops', 'All carried ammo drops', 'All ammo drops', 'Special ammo only'.
  • displayAmmo,
    • if true a bottomprint tells you how much ammo you have.
  • displayType,
    • 4 settings, 'Use numbers', 'Use lines' (|||), 'Show size of magazine', 'Show loaded bullets'.
  • chamberedRound,
    • if true, when you reload with a partially filled magazine you will have magazine size + 1 bullets loaded. (NOT ALL GUNS)
  • damageMultiplier,
    • range of 0.1 to 10, multiplies MOST forms of damage by x amount
  • damageFalloff,
    • if true, bullet damage will lower the farther it travels, some bullets have farther range than others.
  • damageVariance,
    • 3 settings, 'Constant Damage', 'Increased headshot damage only', 'All body parts affect damage'. Ex: getting shot in the foot isn't as bad as the head.
  • animOnFire,
    • if false, no animations will play when you shoot.
  • animReloading,
    • if false, no reload animations will play.
  • screenShake,
    • 3 settings, 'Don't load the datablocks', 'No screen shake', 'Screen Shake'.
  • inaccurateMissiles,
    • if true, some projectiles will not fly in a straight line and may 'drift' around.


There might be other things I forgot, also if you don't understand a feature listed here or a preference, ask away!
I'm also open to feature suggestions.

6
Modification Help / Re: Hells&Khain Weaponry
« on: June 13, 2013, 11:50:51 AM »
requested by the khainman

its a hotline miami like logo using mgs font
That looks awesome, love it!


7
bump 4 da truth

hells' deceased. :((((((((((((((((((((((((( rip


he mite come bak as zombie now
Heh. I'm good, going to get back into the project soon!

8
Modification Help / Re: Edited playertype doesn't show up
« on: April 14, 2013, 04:12:04 PM »
There don't seem to be any problems with the code
I even enabled it and used it in-game. Are you sure you're enabling it?

9
Modification Help / Re: Force Put All Tools Away
« on: April 13, 2013, 04:25:25 PM »
Code: [Select]
clientCmdPlayGui_CreateToolHud(%slotCount);%slotCount would be the amount of circles appear on the toolbox hud.
Not exactly sure, but I think this command will delete any currently existing toolHud and recreate it with the new %slotCount you give it.

So, technically, it 'hides' the hud.

10
Modification Help / Re: Force Put All Tools Away
« on: April 13, 2013, 03:58:12 PM »
If there wasn't a client command for it then the gui would never go away.

Brb finding the command

Code: [Select]
PlayGui::hideToolBox(arg, stuff, var, i);

Not sure what the arguments are.
Code: [Select]
PlayGui::hideToolBox(%this, %extent, %loopLimit, %loopProgress);
%extent is how far the toolbox will move, negative is down, positive is up. (Default extent is +/-320)
%loopLimit is how fast the toolbox will move, can't be 0. (Default is 10 when unhiding, 20 when hiding)

12
Off Topic / Re: Hottest Video Game Characters
« on: March 28, 2013, 12:47:56 PM »

13
Modification Help / Re: Mounting Camera to Weapon Node
« on: March 27, 2013, 01:39:35 PM »
Lol, I found a way to do ironsights without having to make another datablockimage
In multiplayer this won't work out so well.

14
Satan, Hells is a satanist afterall (Inside joke)
Hahaa, thanks for reminding me of that guy! Funny stuff.

15
Looks 2mut like an MK14

Give it some SCAR-H characteristics, like the barrel and handguard.
That's because it is an MK14 :cookieMonster:

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