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Modification Help / Re: Gravity Cat's Add-On Dump - New Dedicated Server!
« on: November 22, 2017, 05:24:20 AM »
Does anyone know how Greek2Me's Support_Updater works?
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function VectorRotateAxis(%vector,%axis,%angle)
{
%x = getWord(%vector,0);
%y = getWord(%vector,1);
%z = getWord(%vector,2);
%u = getWord(%axis,0);
%v = getWord(%axis,1);
%w = getWord(%axis,2);
%ux = %u * %x;
%uy = %u * %y;
%uz = %u * %z;
%vx = %v * %x;
%vy = %v * %y;
%vz = %v * %z;
%wx = %w * %x;
%wy = %w * %y;
%wz = %w * %z;
%sa = mSin(%angle);
%ca = mCos(%angle);
%nx = %u*(%ux+%vy+%wz)+(%x*(%v*%v+%w*%w)-%u*(%vy+%wz))*%ca+(-%wy+%vz)*%sa;
%ny = %v*(%ux+%vy+%wz)+(%y*(%u*%u+%w*%w)-%v*(%ux+%wz))*%ca+(%wx-%uz)*%sa;
%nz = %w*(%ux+%vy+%wz)+(%z*(%u*%u+%v*%v)-%w*(%ux+%vy))*%ca+(-%vx+%uy)*%sa;
return(%nx SPC %ny SPC %nz);
}
Rotating the raycast vector around the normal vector by 180° should give the results you want - assuming this piece of code actually works.EZM_addZombie(name,namelist,player_datablock,size,list_of_melee_weapons,list_of_ranged_weapons,has_special_wave,spawn_propability,class);
EZM_addBoss(name,namelist,player_datablock,size,list_of_melee_weapons,list_of_ranged_weapons,has_special_wave,spawn_propability,class);
name is simply the name of the enemy.Slayer.Prefs.addPref("EZM","Allow Soldier Zombies","%mini.EZM_AllowSoldierZombies","bool",1,0,1,-1,"Rules EZM Mode");
The second value is what shows up in Slayer, the third is the string used in class. The "%mini." must be there or it won't work. Nothing else must be changed there.function EZM_addAppearance(name,appearance,hide_nodes,face_decal,chest_decal,mounted_image)
name refers to the enemy name (name in EZM_addZombie).Slayer.Prefs.addPref("EZM","Add Boss every X Waves","%mini.EZM_BossCountInc","int 0 10000",20,0,1,-1,"Rules EZM Mode");
-snip-Looks cool, but how does it work?
4 way tetris game I'm involved in. Pretty addictive, surprisingly :o
I've been working on a metroidvania style I wanna be the guy fangame. At first it's just generic platforming, but as you progress you will get items and abilities, and more paths will open up to explore. Here's a neat little effect I made.That's pretty cool. Though the extreme theme change is a bit weird imo.
9:02 PM - Rex The Hunter: Oh just because they didn't want to cause WWIII!? EH!?What?
9:02 PM - Agent TigerVIB: wtf do you mean?
9:03 PM - Rex The Hunter: Do you realise if they had actual germans acting the germans would possibly cause WWIII.
The other thing that really bugs is me is options. I want my games to have a standard options menu that covers stuff like resolution, v-sync, graphical effects, different audio settings etc as any normal game should have. Maybe it's because most devs don't look into it, but it seems like most Unity games rely on the stupid launcher at the beginning.The launcher can be disabled and pretty much anything can be made an option inside the game.
Prototype playtests have come back green. The only potential problem is that I have been barred from using Unreal 4; I have to use Unity which I'm not confident with and lacks a lot of the cool features I wanted to make use of.Why don't they let you use UE4?
That said, I plan on doing everything I do in Unity this term in Unreal 4 as well so I can compare which is easier, which means I'll have a base for the public release version.
Unity works just fine for me, I've never had to over complicated anything like that.I have to agree with you there.