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Topics - Rally

Pages: [1] 2 3 4 5 6
1
Essentially I have a static shape that I can align to the normal of a brick, but as you can see here the rotation, represented by the yellow line, is always facing north.



Essentially what I wanted to do was rotate that axis-angle around the normal (represented by the blue line) so I can adjust which way the static shape is facing. I don't really know how to do this though.

I've been told that the correct way to do this is to sum two axis-angles together, one being a rotation around the normal axis, which would result in one axis-angle that has both rotations implemented. The problem is that I have no idea how to add two axis-angles together in torque script. I think what that entails would be converting both axis-angles to quaternions and then multiplying them together, but I'm literally just not good enough at math to write those functions, and I can't wrap my head around the explanations online.

Any help with this would be appreciated.

2
https://leopard.hosting/dl/fzbxw/Script_PartialRadiusDamage.zip

This is a remake of Script_ObstructRadiusDamage that tries to add some extra functionality, like support for vehicles, greater accuracy (checks procedurally up the player's vertical axis as opposed to checking 3 fixed positions), damage based on how much you are in cover as opposed to whether or not you are in cover, and also checking the corners of the player's bounding box as opposed to just the center of their player.

Has some prefs:
$Pref::ORD::PlayerCheckAccuracy
When the system is checking for player visibility it'll start at the feet and move upward overtime until it has reached the top of the player's bounding box. By default it will move up 0.35 units each check.

$Pref::ORD::VehicleCheckAccuracy
Same as above, but for vehicles. The default is 0.5.

$Pref::ORD::AccuracyMode
This refers to which corners/axes the system will check, if it's set to 1 it'll just check the player's center of mass, if it's set to 2 it'll check two opposite corners of the player's bounding box, if set to 4 it'll check every corner, and if set to 5 it'll check every corner and the center. Set to 2 by default, the greater this number is the more costly the calculation (but also more accurate the calculation).

$Pref::ORD::Binary
This restores Script_ObstructRadiusDamage's old functionality, as in, if it detects that the player can be seen from the explosion position, it'll just parent the normal radiusdamage functionality instead of calculating a percentage. Set to false by default.

Sort've a WIP that I'm working on for my explosives add-on, I still want to go through and clean it up and optimize stuff, but it's in a working state so I figured I'd just release it anyway

4
Add-Ons / [Server] Blood/Gore (Performance issue fixed)
« on: March 28, 2018, 02:08:52 AM »
Blood and Gore
Maybe RBlood or something? Idk how to distinguish it from the other gore mods







Blood mod that adds several gore and blood effects to the game. It should work with SMMBlood.
Here is a video demonstration: https://www.youtube.com/watch?v=__7XDlBoKwc

Quick rundown of features:
- Will dynamically paint your character red over time in response to being around blood, I.E. stepping on blood will paint your feet red over time, blood dripping on you from the ceiling will paint your upper body red, standing next to someone who got shot will paint you slightly red, standing next to someone who just got blown up in an explosion will paint you significantly red, getting shot will paint the limb that was hit significantly red and other limbs randomly
- Static-shaped based blood, sticks to walls and drips from ceiling
- Debris based blood, cubes will explode out of your enemies and bounce around among particle effects
- Dismemberment, being shot with a high-powered gun will blow a limb off upon death
- Gibbing, being killed by an explosion and being close to it's epicenter at the time of death will result in your body being ripped to pieces
- Bleeding, if you get shot you will leave a trail of blood for a period of time afterward

Prefs (taken from server.cs)
Code: [Select]
// -- General -----
$Pref::RBloodMod::MinimumBloodThreshold = 1;        // Minimum amount of damage required for blood to appear
$Pref::RBloodMod::BloodFadeTime = 15000; // Time blood static shapes will stick around before disappearing
$Pref::RBloodMod::DisableStatic = false;        // Disable/Enable static shape blood
$Pref::RBloodMod::UseCubeGore = true; // Disable/Enable cube debris based gore
$Pref::RBloodMod::LimbReddening = true; // Disable/Enable player limb node reddening when exposed to blood
$Pref::RBloodMod::LimbReddeningFactor = 0; // Raise this to lower the amount of reddening that occurs
$Pref::RBloodMod::LimbReddeningSplash = 1; // Scale amount of limb reddening splash that occurs when someone is shot
$Pref::RBloodMod::BloodColor = "1 0 0 1";        // Color of blood

// -- Dismemberment -----
$Pref::RBloodMod::UseLimbStubs = true; // Disable/Enable limb dismemberment stubs
$Pref::RBloodMod::DismemberDamage = 90; // Damage required to shoot off a limb

// -- Explosions --------
$Pref::RBloodMod::DistanceToGib = 6; // Distance from epicenter of explosion required to gib players killed in explosions
$Pref::RBloodMod::MinimumGibDamage = 70; // Minimum radius damage required to gib somebody
$Pref::RBloodMod::StaticBloodAmt = 1; // Scale amount of static blood that occurs when someone is gibbed

// -- Bleeding -----------
$Pref::RBloodMod::DisableBleed = false; // Disable/Enable bleeding after damage
$Pref::RBloodMod::BloodTimeScale = 1; // Scale length of bleeding effect
$Pref::RBloodMod::BloodAmountScale = 1; // Scale amount of blood that occurs during blood effect

Download
Previous Version (v3.4)
Previous Version (v4.1)
Server_RBlood (v5.0)

Known issue
At some point I was having a weird performance issue that was lowering my fps but I haven't been able to reproduce it since. everything is being deleted properly so unless someone can reliably reproduce I'm going to assume it's a weird quirk with alt-tabbing or something Fixed!

Blood and gore is projectileData::damage based and not Armor::Damage based, so if your weapon uses raycasts exclusively and not a raycast/projectile combo you probably won't see blood Fixed!

Credits
Phydeoux - Skeleton ribcage model
Amade/Badspot - foot and hand assets recycled from Server_VehicleGore

5
Modification Help / Player::getDamageLocation
« on: March 24, 2018, 10:11:59 AM »
I feel like I remember this being done before in what is probably a more efficient method but I figured I'd post this here regardless for feedback or something. Some of the code is adapted from weapon_chainsaw

Code: [Select]
function vectorClosestPointAngle(%vector, %startPoint, %point)
{
%vN = vectorNormalize(%vector);
%v2 = vectorSub(%point, %startPoint);
%dot = vectorDot(%vN, vectorNormalize(%v2));

%closestPoint = vectorAdd(%startPoint, vectorScale(%vN, %dot * vectorLen(%v2)));
%angle = mACos(%dot);

return %closestPoint SPC %angle;
}
function Player::getDamageLocation(%obj, %position)
{
if(%obj.getDatablock().shapeFile !$= "base/data/shapes/player/m.dts")
return 0;

// Some information about who we just shot
%scale = getWord(%obj.getScale(), 2);

// vectors
%forwardVector = %obj.getForwardVector();   // direction the bot is facing
%sideVector = vectorCross(%forwardVector, %obj.getUpVector());  // vector facing directly to the sides of the bot

// points
%centerPoint = %obj.getWorldBoxCenter(); // middle reference point
%CPR = vectorClosestPointAngle(%sideVector, %centerPoint, %position); // where we are on the side-to-side vector
%closestPoint = getWords(%CPR, 0, 2); // closest point to where our round hit on the side-to-side vector
%angle = mRadToDeg(getWord(%CPR, 3)); // angle from the reference point. 90 is center, 0 is right, 180 is left.
%distanceFromCenter = vectorDist(%closestPoint, %centerPoint); // distance from the reference point to the side-to-side vector. 0 is center, anything above .4 is an arm.

%zLocation = getWord(%position, 2); // Z position of our impact
%zWorldBox = getword(%obj.getWorldBoxCenter(), 2); // Where the middle of our player is on the z axis

if(%zLocation > %zWorldBox - 3.3 * %scale)
{
return "head";
}
else if(%zLocation > %zWorldBox - 4.5 * %scale)
{
if(%distanceFromCenter < (0.4 * %scale))
{
return "torso";
}
else
{
if(%angle < 90)
{
return "rarm";
}
else
{
return "larm";
}
}
}
else
{
if(%angle < 90)
{
return "rleg";
}
else
{
return "lleg";
}
}
}

Essentially you just call %player.getDamageLocation(%pos);, with %pos referring to where the bullet hit, and it returns either head, torso, rarm, larm, rleg or lleg depending on where it hit

6
Modification Help / [beta] Fast projectiles support
« on: March 23, 2018, 03:05:11 AM »
This is a support script that allows you to create the illusion of projectiles that can travel over the maximum velocity of 200. It works by doing a number of raycasts over time and using an animated static shape. It includes an example weapon which is just a copy of the default gun that uses this system instead.

To use it, you need to create a projectile with special values. For example:
Code: [Select]
datablock ProjectileData(staticHitscanGunProjectile : gunProjectile)
{
    projectileShapeName = gunProjectile.projectileShapeName;

uiName = "";
effectiveRange = 150; // effective range
totalRange = 2000; // total range

unitsPerSecond = 1500; // how many torque units the projectile should travel in one second
// the default static shape is designed for ranges in
// the 800 - 2000 u/s range, anything slower will lag
// visually.

gravityScale = 0.7; // scale gravity effect outside effective range
swayMod = 0.5; // scale wind effect outside effective range

spawnFakeProjectiles   = true; // use animated static shape to give the illusion of a visible projectile
tracerEffect = false; // use red tracer effect

scaleCalibre = 0.3; // bullet scale on diameter axis
scaleLength = 1;        // bullet scale on length axis

isSupersonic = true; // enable/disable supersonic crack effect on near miss
isSuppressive = true; // enable/disable suppression effects
suppressionRadius       = 18; // distance the bullet must near-miss the player by in order to cause suppression effects

allowRicochet = true; // enable/disable bullet ricochet
ricoMinimumAngle = 40; // minimum angle that can ricochet
ricoChanceCurve = 5; // the higher, the more common ricochet is
ricoRarity = 3; // higher = less common rico
// https://www.desmos.com/calculator/p6ywpi0sud

particleEmitter      = "";
};

To create a projectile with this system, call this function:
createStaticHitscan(%client, %muzzlePoint, %muzzleVector, %projectileDatablock, %spread, %zero);

Spread is built in, all you have to do is pass it a value. It also has a zero value which allows you to adjust the trajectory up and down.

This system will simulate gravity when the projectile leaves the effective range, and can also simulate wind based on the value of $WindVector (e.g. "0 0.001 0" simulates wind on the positive y axis)

The code is pretty heavily commented for anyone who wants to use it. I haven't tested this in situations with heavy latency or with complicated minigame checks so please let me know if you find any bugs.

Download
Previous Version
Support_FastProjectiles

7
I'm going to release the Dual Render Scopes client and server mods I made and never finished, as well as a special Designated Marksman Rifle that I designed to work with the DRS mod. It will work regardless of whether or not you have the Dual Render Scopes client, but people who do have the client will be able to see the effect.

It's not as much "unfinished" as much as I was never happy with how the mod worked and how little it'd probably get used, so I ended up abandoning the project, but I'm going to release it anyway because it's not doing any good sitting in my add-ons folder so you guys might as well have it.

Weapon_DMR
Support_DRScopes (Server)
Client_DualRenderScopes (Client)


(you need all three)



Weapon_DMR
The DMR uses some (relatively) realistic ballistic calculations. It comes with a range finder (plant brick key) and the scope can be zero'd to a specific distance using the brick shift up and down keys. The magnification of the scope can be changed with the brick shift forward and to keys. I can't remember if I actually completed this feature or not, but I'm pretty sure you will hear a super-sonic crack if somebody shoots past you. I also think I remember adding some functionality for bullet ricocheting depending on the angle of attack (and RNG)





Pictures of the dual render, zeroing and magnification functionality:







Here's what people who don't have the client mod will see:







Client_DualRenderScopes
This is the actual client component of the mod, when it receives a command from the server, it will open a GUI meant to resemble looking through a rifle scope. The mod will automatically adjust your mouse sensitivity based on your magnification. You'll need this if you want to see DR scopes on any server that has them enabled.



Support_DRScopes
This is the server component of the mod, and if you are running a server that has items/weapons that use DR scopes, you will need it to use them. It automatically detects who has the client mod and simplifies the scoping process for developers with the commands
%client.pushDRScope(%fov, %scopeBitmapIndex);
%client.clearDRScope();


It also has some obsolete functionality regarding getting the client's FOV but there are better ways to do this nowadays.



All the code is pretty well commented so it shouldn't be too hard to use if you want to make weapons with it, but feel free to ask any questions or report any bugs. I probably won't add more features but I'm willing to correct small bugs if possible.

8
Games / Both Amnesia games are free right now
« on: January 25, 2018, 02:50:24 PM »

9
I would've thought that:

Code: [Select]
%x = getWord(%eyeVector, 0) + (%spread * getRandom());
%y = getWord(%eyeVector, 1) + (%spread * getRandom());
%z = getWord(%eyeVector, 2) + (%spread * getRandom());
%z = mClampF(%z, -0.4, 0.6);

%muzzleVector = vectorNormalize(%x SPC %y SPC %z);
%velocity = vectorScale(%muzzleVector, 200);

Would do the trick, but as soon as the vector is normalized, the vertical component just returns to whatever the eye vector is. Clamping it after you've normalized it does not work either, and clamping the z value to 120 in the actual velocity vector once it's been scaled by 200 does not work either.

So obviously there's some kind of tricky vector math required here in order to get this sort of thing to work. Anyone know what that might be?

10
Add-Ons / [Vehicle] Skateboard - Drag update
« on: December 16, 2017, 10:51:54 PM »
Skateboard
Highly advanced quad-wheeled transportation apparatus



Features:
- Bot vehicle physics, but not really
The skateboard is a playertype, not a physics vehicle. This means you wont get sent into orbit when moving across mod-ter ramps at more than .2 speed. Under normal circumstances this would mean that the skateboard would remain flat when going up a ramp, but not really, the skateboard is animated so that it can be rotated to match the angle of the ramp it's ontop of



- Cool tricks
You can do tricks on this skateboard. In order to do a trick you have to jump, and while holding down the jump key, press one of your shift-brick keys. You will have to hold the jump key down while the trick is in progress and you will have the wait for the trick to finish before landing. Failing to do either of these things will result in a tumble

 

- Grinds
You can also do grinds on edges of bricks and stuff. It's a simple process, just make sure you're ontop of the brick of the ledge you're trying to grind and that at-least two wheels are not colliding with any bricks



- Session Markers
Similar to the system from Skate 3, you can set a position and teleport to it later, reducing set-up times for lines/tricks
To set your session marker, type /skateboardMarker set. You must be on a skateboard to do this.
To teleport back to it, type /skateboardMarker. You can do this mid-tumble, inside a car, on a skateboard, wherever. Note that you will automatically be on your skateboard after teleporting.



- Visual customization
You can change certain visual aspects about the skateboard.
To change the logo beneath the board, type /skateboardLogo (index). For a list of all available logos and their descriptions, type /skateboardLogoHelp.
To change the color of the wheels, type /skateboardSetColor wheels R G B
To change the color of the trucks, type /skateboardSetColor trucks R G B
To change the color of the grip tape, type /skateboardSetColor grip R G B
To change the color of the bolts, type /skateboardSetColor hardware R G B
To change the color of the wood/board, type /skateboardSetColor board R G B
These settings should remain persistent for as long as you are on the server.

 

Note that your logo will become damaged over-time the more you skateboard. To repair your logo, just change it with /skateboardLogo.

Usage:
You can spawn a skateboard via a vehicle brick if you want, but I recommend you spawn it via the skateboard item, which is used in a similar manner to the Skiis. If you do plan on spawning via the vehicle brick, increase your player/bots per player limit.

Download
Download (Old)
Blend file

Report any bugs, there's gotta be some Lol

Credits
- Torin for the suggestion
- Kidalex for the skateboard model
- Everyone who joined the test servers for their feedback and testing
- The fellows over at the Blockland Content Creator's discord for their invaluable help

   

   

11
If I take a tank turret and mount it to a rowboat's passenger seat, and then I switch into the tank turret and fire, I notice that the projectile will be slightly bent down to the right. The effect is exaggerated the more south the boat is facing.

For example, consider the following boat, it is spawned facing north, and then two tank turrets are mounted, and the first tank turret is de-spawned, leaving just one tank turret in the forward passenger seat.



Upon firing this turret, you get this:



A (seemingly) perfectly accurate shot. However: Spin the boat around so it's facing south, and then taking a shot, will result in this:



A shot that bends off to the right, and down a little. Now, spin the boat back facing north, and you get this:



The turret is now shooting inaccurately in every direction. (This was tested with default add-ons only)

This causes a major inconvenience for me for my heavy machinegun add-on that I'm working on. Consider the following, I have set up my turret to spawn two pong projectiles at slot transforms mount1 and mount2. When the gun is mounted to the back of a physics vehicle, I get the following:



The lines are directly in the center, resulting in accurate shots. However, mount the gun to a player vehicle that's facing south, you get this:



The lines are curved off to the right, just like the projectiles. EyeVector of the player and the turret, muzzleVector of the player and the turret, and the vector subtracted from these slot transforms are all inaccurate when mounted to a player vehicle facing south.
 
Is there any way to detect and account for this? Have any of you even experienced this before? Any help would be appreciated.

12
Add-Ons / [Vehicle] Technical / Heavy Machine Gun - Sound Update
« on: December 06, 2017, 02:35:06 PM »
Technical / Heavy Machine Gun
Improvised mobile heavy weapons platform, popular with insurgents, designed by the CIA

 

 

 


Features:
- Two heavy machine guns, inspired by the DShK and Browning M2, and a modified long-wheelbase jeep to which they can be mounted.
- The DShK and M2 are the same stats-wise and are randomly chosen when a technical/HMG is spawned, but you can force a DShK to spawn every time by putting "DSHK" anywhere in the spawn brick's name, and "Browning" for the M2
- The weapon's accuracy and fire-rate is largely dependent on the heat of the barrel, less heat = faster fire-rate and less spread, more heat = slower fire-rate and more spread
- If the weapon heats up to 100% you will have to wait for it to cool down entirely before firing again
- The barrel will glow red or orange depending on how hot the barrel is

 

- Ammo: By default the gun will have 150 rounds, and will have to be reloaded when the box runs dry. As you reach the last 4-5 rounds in your magazine, you will be able to tell, as you will no longer see any more rounds come out of the box



Commands:
/technicalMaxAmmo (value) - Set the amount of rounds the box mag holds (default 150)
/technicalCoolingRate (value) - Multiplier value affecting how fast/slow the weapon will cool down (default 1)
/technicalHeatingRate (value) - Multiplier value affecting how fast/slow the weapon heats up (default 1)
/technicalToggleAmmo - Toggles ammo consumption on and off (default enabled)
These settings will persist even after restarting blockland

Download:
Vehicle_Technical.zip
MediaFire mirror

Note:
I'm not fully happy with the quality of this add-on, so you may see some updates on it in the future. There are some known issues (not being able to free-look while mounted to the standalone HMG, the gun disappearing at certain angles in first person, the stand rotating with the standalone HMG) that I'll try my best to look into in the future but for now I've done everything I can wrap my head around. Let me know if you find any bugs or if anything is broken.

13
Modification Help / Weird white screen when mounting bot vehicle
« on: December 06, 2017, 12:20:15 PM »
Sometimes when I mount my turret bot vehicle I get stuck in this view:



Sometimes it's only in first person, sometimes it's only in third person, sometimes it's in both. Sometimes the game will crash if I forget around in this view enough. It's not really reproducible, I cant find any pattern to when it happens, and sometimes it will fix itself with no action of my own. It almost never happens when the turret is mounted to the back of a vehicle, most of the time it happens when it's sitting on the ground

It looks as if I'm below the ground plane looking downward. Sometimes I can hear gunshots, sometimes I can't, so I can't figure out the location of the camera. Any idea what might cause this?

14
Add-Ons / [Vehicle] Helicopter Gunship (attack helicopter)
« on: November 20, 2017, 06:38:40 AM »
Helicopter Gunship

Assembled by the finest Ancapistani child slaves, battle-tested extensively on defenseless civilians, the Helicopter Gunship is the ultimate solution for self-defense (and somalian pirates)



 



Flight Features:
- Altitude Control: Press your Cancel Brick button to activate altitude control, a system that will attempt to keep your helicopter at a desired altitude which can be adjusted with the shift brick keys
- Stabilizer: Press your brick place key to activate the stabilizer, which will attempt to keep the aircraft still, making it easier to land accurate shots
- Ascending/Descending: Hold jump key to ascend or descend. Press your Light key to switch between ascending mode and descending mode

Armaments:
- 2x Auto-guns
High damage, some splash damage, rapid fire cannons designed for ground targets. Individually heat up over time. If they overheat you will have to wait for them to cool down entirely before firing again. Moderate recoil.

- 2x Missile pods
Extremely deadly explosive ordinance launcher. Each pod is loaded with 4 rounds, after that you will have to wait 10 seconds (or more if damaged) before firing again.

- 1x Chain-gun turret
Rapid-fire minigun. Can be hard to aim, so a laser module will activate when firing for the gunner's convenience. Will heat up over time and takes a while to cool down, so make sure you don't overheat it. As the gun begins to heat up, you will visually see it glow red.



- 1x Long range cannon
Similar to the missile pods, however you only get 4 rounds, and rounds are also incredibly fast, often arriving at their destination instantly. This makes the weapon extremely dangerous, able to accurately destroy targets at a high altitude out of range of conventional enemy weapons (just like a real gunship!)

The two latter guns are controlled by a second occupant in the gunner's seat. You can change seats with the next seat button, and you can switch weapons with the previous seat button. No friends? No worries. Just slap that stabilizer on and you can use it yourself.

Heads Up Display and Module Damage:

The helicopter itself is extremely durable, low-damage weapons will do negligible damage to the hull. No more getting shot down by a single magazine of lousy assault rifle ammo. (Warranty void if shot with tank round)

The helicopter does have weak points however: By targeting the weapons, you can damage them, and by targeting the engines (white smoke emitters) you can potentially knock the aircraft out of the sky. Here's how the HUD works:

Optimal condition:


High Damage: (grey = low damage, yellow = medium damage, red = badly damaged)


Destroyed:


You will not be able to fire destroyed weapons. Highly damaged weapons will be harder to use, I.E. they will be less accurate, they will heat up faster, and take longer to reload. If one of your engines is knocked out, you will no longer be able to use altitude control and stabilizer functions, and it will be significantly more difficult to remain in the air. If both your engines go out, you're pretty much forgeted, your hull will tank and you'll fall out of the sky.

Pilot's HUD:


From left to right:
Altitude control indicator (green when active), stabilizer indicator (yellow when active), engine failure warning (red when 1 or more engines are offline), ascending/descending mode indicator (blue = up, purple = down), hull integrity, and altitude. When the altitude control system is active, a second number will appear next to the altitude reading, telling you what your altitude maintenance height is currently set to.

Other cool features:
- Cool sound effects, one for when you're close to the helicopter, and one for when you're far away (distant sound can be heard at a very long range)
- Probably some other stuff I forgot

Prefs for nerds:

$Pref::HelicopterGunshipLoopDelay - Adds a delay to the loops associated with the helicopter. Increase this if it's lagging your server. Default 0
$Pref::HelicopterGunshipAscendingPow er - The multiplier for the power for which the helicopter can rise/descend. If you've increased the previous pref you should probably increase this. Default 1.
$Pref::HelicopterGunshipHeatEnabled - disable/enable autogun and minigun heating
$Pref::HelicopterGunshipDamageEnable d - disable/enable hardpoint damages
$Pref::HelicopterGunshipAmmoEnabled - disable/enable missile pod/cannon ammo

Thanks to:
- Conan and the other lads over at Blockland Content Creators for helping me with issues
- My gf for helping me test
- Bushido for a reason I forgot

Download:
https://leopard.hosting/dl/pcawj/Vehicle_HelicopterGunship.zip

Let me know if you find any bugs. The add-on has been extensively tested but Torque has it's nuances so if you find any ways to potentially optimize my stuffty code let me know

Disclaimer
Packages a lot of functions, includes a lot of datablocks. Don't download this if you don't intend to use it I guess.

I strongly recommend Script_ObstructRadiusDamage

15
It's exam season, which means it's the perfect time for me to be doing literally anything on the planet except studying for my exams

Brick_SeamlessWireCorners

Corner adapters for my chainlink/wire fence pack.
Brick_SeamlessWireFenceV2





Download




Brick_FenceSigns

Also made for my chainlink/wire fence set. It probably wont work for anything else.
Brick_SeamlessWireFenceV2

Includes a radiation warning sign with a color-able base, a danger/keep out sign (red part is color-able). Both of these bricks are made of meshes so clients wont need to download textures in order to see them. Also features 4 print bricks designed for the fence bricks, each have a one-sided and double-sided counterpart, and come in 1x1 and 2x2 sizes.





Download



Brick_FenceDoor

A door for the fences as well




Download



Brick_RollingFenceDoor

You can have double rolling fence gates if you use ToggleCCW, but they will load incorrectly and you will have to open and close them to fix them (could probably have this done auto with events)




Download

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