Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Khain

Pages: 1 2 3 4 [5] 6 7 8
61
Off Topic / PC won't turn off
« on: January 28, 2011, 07:10:38 AM »
Hello, I'm having a small problem with my PC. It won't turn off, when I click on the button "shutdown" it restarts.

Can anyone help me out?

62
Gallery / Evil Burger
« on: December 29, 2010, 03:48:57 PM »


Evil Burger is around Blockland and he'll keel you! :O

RUN.

63
Gallery / Synx's car hat
« on: December 16, 2010, 01:06:53 PM »
Alright, today I went to a hat store, and I saw Synx leaving with a cul hat.

PIC:


64
Modification Help / Stopping Power
« on: November 30, 2010, 06:22:48 AM »
I am making a weapon, and I'm trying to make it Slow down the player when he's shot.

Well isn't working, and when I set it to %obj, it's applied to me.

If anyone can help me it would be very cool.

Code:

Code: [Select]
//audio
datablock AudioProfile(BigKillFireSound)
{
   filename    = "./BigKill_Fire.wav";
   description = AudioClose3d;
   preload = true;
};

datablock PlayerData(BigKillArmor : PlayerStandardArmor)
{
   runForce = 3 * 180;
   runEnergyDrain = 0;
   minRunEnergy = 0;
   runForce = 100 * 60;
   runEnergyDrain = 0;
   minRunEnergy = 0;
   maxForwardSpeed = 0;
   maxBackwardSpeed = 0;
   maxSideSpeed = 0;

   maxForwardCrouchSpeed = 3;
   maxBackwardCrouchSpeed = 2;
   maxSideCrouchSpeed = 2;

   jumpForce = 10 * 90; //8.3 * 90;
   jumpEnergyDrain = 0;
   minJumpEnergy = 0;
   jumpDelay = 0;
   //firstpersononly = 1;

minJetEnergy = 0;
jetEnergyDrain = 0;
canJet = 0;

canRide = true;
showEnergyBar = false;

   runSurfaceAngle  = 55;
   jumpSurfaceAngle = 55;

   isSurvivor = 1;
};

datablock ParticleData(BigKillTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 120;
lifetimeVarianceMS = 0;
spinSpeed = 3999.0;
spinRandomMin = -3999.0;
spinRandomMax = 3999.0;
useInvAlpha = false;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/dot";
//animTexName = "~/data/particles/dot";

// Interpolation variables
colors[0] = "0.1 0.4 0.7 1";
colors[1] = "0 0.1 0.3 1";
colors[2] = "0 0.1 0.2 1";
sizes[0] = 0.6;
sizes[1] = 0.3;
sizes[2] = 0.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};

datablock ParticleEmitterData(BigKillTrailEmitter)
{
   ejectionPeriodMS = 2;
   periodVarianceMS = 0;

   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = BigKillTrailParticle;

   useEmitterColors = true;
};

datablock ParticleData(BigKillExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = 1;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 700;
lifetimeVarianceMS   = 400;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.9 0.9 0.3";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 2.25;
sizes[1]      = 2.75;

useInvAlpha = true;
};
datablock ParticleEmitterData(BigKillExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "BigKillExplosionParticle";

   useEmitterColors = true;
};


datablock ParticleData(BigKillExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 50;
lifetimeVarianceMS   = 35;
textureName          = "base/data/particles/star1";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.1 0.4 0.7 1";
colors[1] = "0 0.1 0.3 1";
sizes[0]      = 5;
sizes[1]      = 5;

useInvAlpha = false;
};
datablock ParticleEmitterData(BigKillExplosionRingEmitter)
{
lifeTimeMS = 50;

   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "BigKillExplosionRingParticle";

   useEmitterColors = true;
   uiName = "Gun Hit Flash";
};

datablock ExplosionData(BigKillExplosion)
{
   //explosionShape = "";
soundProfile = bulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = BigKillExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = BigKillExplosionRingEmitter;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";

   impulseRadius = 2;
   impulseForce = 2500;
};

datablock ProjectileData(BigKillTracerProjectile)
{
   directDamage        = 35;
   directDamageType    = $DamageType::Gun;
   radiusDamageType    = $DamageType::Gun;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse      = 1000;
   verticalImpulse   = 500;
   explosion           = BigKillExplosion;
   particleEmitter     = "BigKillTrailEmitter";

   muzzleVelocity      = 200;
   velInheritFactor    = 0;

   armingDelay         = 0;
   lifetime            = 1000;
   fadeDelay           = 700;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.10;
   isBallistic         = true;
   gravityMod = 0.0;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
};

//////////
// item //
//////////
datablock ItemData(BigKillItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "./Big_Kill.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Big Kill";
iconName = "./icon_revolver";
doColorShift = true;
colorShiftColor = "0.73 0.73 0.73 1.000";

// Dynamic properties defined by the scripts
image = BigKillImage;
canDrop = true;

//Ammo Guns Parameters
maxAmmo = 6;
canReload = 1;
};

AddDamageType("BigKill",   '<bitmap:add-ons/Weapon_BigKill/CI_revolver> %1',    '%2 <bitmap:add-ons/Weapon_BigKill/CI_revolver> %1',0.75,1);

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(BigKillImage)
{

   // Basic Item properties
   shapeFile = "./Big_Kill.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = 0; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix( "0 0 0" );

   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off. 
   correctMuzzleVector = true;

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = BigKillItem;
   ammo = " ";
   projectile = BigKillProjectile;
   projectileType = Projectile;

   casing = GunShellDebris;
   shellExitDir        = "1.0 0.1 1.0";
   shellExitOffset     = "0 0 0";
   shellExitVariance   = 10.0;
   shellVelocity       = 5.0;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;

   doColorShift = true;
   colorShiftColor = BigKillItem.colorShiftColor;

   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.
   raycastWeaponRange = 200; //varies
   raycastWeaponTargets =
                   $TypeMasks::PlayerObjectType |    //AI/Players
                   $TypeMasks::StaticObjectType |    //Static Shapes
                   $TypeMasks::TerrainObjectType |    //Terrain
                   $TypeMasks::VehicleObjectType |    //Terrain
                   $TypeMasks::FXBrickObjectType;    //Bricks
   raycastExplosionProjectile = BigKillTracerProjectile;
   raycastExplosionBrickSound = bulletHitSound;
   raycastExplosionPlayerSound = bulletHitSound;
   raycastDirectDamage = 1;
   raycastDirectDamageType = $DamageType::BigKill;
   raycastSpreadAmt = 0.0006; //varies
   raycastSpreadCount = 1;
   raycastTracerProjectile = BigKillTracerProjectile;
   raycastFromMuzzle = true;

   // Initial start up state
stateName[0]                    = "Activate";
stateTimeoutValue[0]            = 0.15;
stateSequence[0] = "Activate";
stateTransitionOnTimeout[0]     = "LoadCheckA";
stateSound[0] = weaponSwitchSound;

stateName[1]                    = "Ready";
stateTransitionOnNoAmmo[1] = "ReloadStart";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1]        = true;
stateSequence[1]   = "ready";

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.05;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateScript[2]                  = "onFire";
stateSequence[2] = "Fire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = BigKillfireSound;

stateName[3] = "Smoke";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.1;
stateEmitterNode[3] = "muzzleNode";
stateTransitionOnTriggerUp[3] = "Wait";

stateName[4] = "Wait";
stateEjectShell[2]              = false;
stateTimeoutValue[4] = 1.5;
stateTransitionOnTimeout[4] = "LoadCheckA";

//Torque switches states instantly if there is an ammo/noammo state, regardless of stateWaitForTimeout
stateName[5] = "LoadCheckA";
stateScript[5] = "onLoadCheck";
stateTimeoutValue[5] = 0.01;
stateTransitionOnTimeout[5] = "LoadCheckB";

stateName[6] = "LoadCheckB";
stateTransitionOnAmmo[6] = "Ready";
stateTransitionOnNoAmmo[6] = "ReloadWait";

stateName[7] = "ReloadWait";
stateTimeoutValue[7] = 0.5;
stateScript[7] = "";
stateTransitionOnTimeout[7] = "ReloadStart";
stateWaitForTimeout[7] = true;

stateName[8] = "ReloadStart";
stateTimeoutValue[8] = 0.05;
stateScript[8] = "onReloadStart";
stateTransitionOnTimeout[8] = "Shell1";
stateWaitForTimeout[8] = true;
stateSound[8] = Block_MoveBrick_Sound;

stateName[9] = "Shell1";
stateEjectShell[9]              = true;
stateTimeoutValue[9] = 0.0001;
stateTransitionOnTimeout[9] = "Shell2";
stateWaitForTimeout[9] = true;

stateName[10] = "Shell2";
stateEjectShell[10]              = true;
stateTimeoutValue[10] = 0.0001;
stateTransitionOnTimeout[10] = "Shell3";
stateWaitForTimeout[10] = true;

stateName[11] = "Shell3";
stateEjectShell[11]              = true;
stateTimeoutValue[11] = 0.0001;
stateTransitionOnTimeout[11] = "Shell4";
stateWaitForTimeout[11] = true;

stateName[12] = "Shell4";
stateEjectShell[12]              = true;
stateTimeoutValue[12] = 0.0001;
stateTransitionOnTimeout[12] = "Shell5";
stateWaitForTimeout[12] = true;

stateName[13] = "Shell5";
stateEjectShell[13]              = true;
stateTimeoutValue[13] = 0.0001;
stateTransitionOnTimeout[13] = "Shell6";
stateWaitForTimeout[13] = true;

stateName[14] = "Shell6";
stateEjectShell[12]              = true;
stateTimeoutValue[14] = 0.0001;
stateTransitionOnTimeout[14] = "Reloaded";
stateWaitForTimeout[14] = true;

stateName[15] = "Reloaded";
stateTimeoutValue[15] = 0.5;
stateScript[15] = "onReloaded";
stateTransitionOnTimeout[15] = "Ready";
stateSound[15] = Block_PlantBrick_Sound;
};

function BigKillImage::OnHitObject(%this, %obj, %col, %fade, %pos, %normal)
{
if(%col.getType() & $TypeMasks::PlayerObjectType)
   {
%col.pushDataBlock("BigKillArmor");
%col.BigKillReset(5000,BigKillReset);
      }
}

function BigKillImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() >= 1.0)
return;

if(vectorLen(%obj.getVelocity()) > 0.1)
{
%this.raycastSpreadAmt = 0.0050;
%this.raycastWeaponRange = 85;
}
else
{
%this.raycastSpreadAmt = 0.0012;
%this.raycastWeaponRange = 200;
}

if(%obj.toolAmmo[%obj.currTool] > 0)
{
Parent::onFire(%this,%obj,%slot);
%obj.toolAmmo[%obj.currTool]--;
}
else if(%this.item.maxAmmo == 0)
{
Parent::onFire(%this,%obj,%slot);
}


%obj.playThread(2, activate);
%obj.playThread(3, plant);
}

function BigKillImage::onReloadStart(%this,%obj,%slot)
{
%obj.toolAmmo[%obj.currTool] = 0;
%obj.playThread(2, activate);
%obj.playThread(3, plant);
}

function BigKillImage::onReloaded(%this,%obj,%slot)
{
%obj.playThread(2, shiftleft);

%obj.toolAmmo[%obj.currTool] = %this.item.maxAmmo;
%obj.setImageAmmo(%slot,1);
}

function player::BigKillReset(%this, %obj, %col, %fade, %pos, %normal)
{
%col.popDatablock(BigKillArmor.getID());
}

65
Gallery / Warehouse TDM
« on: November 26, 2010, 02:37:29 PM »
As like some of you saw me hosting it before, here is it, my Warehouse TDM!

Here are some pictures:
Main Area (Battle area)

Another part of it

Warehouse

Spawn


Another area of battle

BLU spawn


If anyone wants to try it, I am hosting!
http://www.blockland.us/detail.php?ip=201.22.155.158&port=62821&blid=7368

Closed it. :u

66
General Discussion / TDM - Warehouse
« on: November 12, 2010, 02:10:52 PM »
I'm hosting a TDM, feel free to join! :D


67
Modification Help / More than one Particle
« on: October 31, 2010, 07:44:28 PM »
Just a little doubt, can you put more than one particle for a emmiter?

Like:

Code: [Select]
datablock ParticleEmitterData(Unusual_BullpupTrailEmitter)
{
   ejectionPeriodMS = 2;
   periodVarianceMS = 0;

   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = Unusual_BullpupTrailParticle
   particles[2] = Unusual_BullpupTrailParticle2

   useEmitterColors = true;
};
Thanks.

68
Off Topic / Puzzle - Game
« on: September 22, 2010, 08:18:51 PM »
It's like Sherlock Holmes, discover who killed, what weapon and why.

Case 1: The Surgeon

“In the midnight, here in Blockland, lies a murder.”

In the quiet streets of Blockland, Helga hears screams, loud and unhuman, it came from a house, that wasn’t that far from Police Department.
She quickly contacted the police, and they took a look at it, it was an unhuman murder, one woman and one man, were mutilated, it looked more like a vengeance, their chests were open, no face and there were no organs, they were stolen, organ stealer?
   The Special Police, were called to do the job of discovering, the why of the crime, what weapon, and who did it.
They got the victims names, they were, Martha and Rick.
   After investigating various times the house, they found a digital, which followed to Garry Bones, a robber, who was dead, and here came another puzzle, if he was dead, what were his digitals doing in the house.
   Later, after another week of research, while brown townyzing the bodies, our medic, Cab, found something inside their skulls, a map and a card, that was written “What if you could revive people?” And the map, was up to a place inside the house, the basement, but Rick’s brain was missing.
   The Special Police started to investigate the house over again, and in the basement, they found a body, missing it’s face, they had a face of terror, suddently a heavy glow comes, making them Pass out.
   Immediately backup was called, and noticed the same things their chests were open, and they had no face.
They’ve search for all the medics with a criminal list, and found “Cab” and “Helga”.
So it made them suspect, Cab and Helga. Later on they found more 4 people around the house, their friends, Helen, John, Fon and James, They were in the house 2 days before the murder, also, John in the day of their meet, John had a fight with the couple, about John being ignorant by asking them for money.
   The Special Police, heard Helen testimony and she said she discussed with Martha about Rick cheating on her, because he started getting late home, “Martha got mad at me, and said: HE’S NOT, IT’S BUSINESS, And I stood quiet, and went home some minutes later”
   The Special Police searched about the “Business” and discovered that they were in debt with Fon, a huge value, around 35,000,00 bucks, that was alot.
   Back in the house, James was being questioned, and he said, “Rick was a mad guy, he’s not dead, he’s not dead”, that surprised us, we asked more about it and he said “He got 35,000,00 bucks for building something in the basement.
   The Special Police also found out that Rick had a fight with Martha, making him leave home.

Suspects:
Cab
Helga Confirmed by ?
Helen
John
Fon
James

Objectives:
A) Reason
B) Weapon
C) Murder(s)

Clues:

Clue A: (Weapon) Part I of IV
A)   Used in the Kitchen
B)   N-K are 2 letters of the weapon, once the four parts are done

Clue B:
Cab was fascinated for Plastic Surgery when he was in college.

Clue C: (Weapon) Part II of IV
A)   Used to cut various things
B)   F-I are 2 letters of the weapon, once the four parts are done

Clue D:
John was in debt with Illegal Loans, and he said he was going to pay within 2 days

Clue E: (Weapon) Part III of IV
A)   E is 1 letter about the weapon

Clue F:
Rick used to love science, and in all the time in his office he kept looking at the parts of the body and mechanical parts.

Clue G: (Weapon) Part IV of IV
A)   I-K-N-E-F combine someway.

Clue H:
Cab and Rick were friends secretly.

Clue: I:
Rick had a fight with Martha, and his last words were “Time to Test”

No flame please

Try to discover who killed.

I'll give the answer at 9/25.

Also ignore the wrong words, if you find ones. :s

69
Modification Help / M60 - Beta Testing
« on: August 16, 2010, 09:14:50 PM »
I've been making a M60 - L4D2 Based - with yndaaa, for some time, and it's now time to beta test.
But first, I'd like to say thanks to people who helped me with this:
SpaceGuy
HellsHero

Pictures:




Beta Testing
Anyone can Download it now:
Decided to stop choosing people for Beta testing
Come and get.

http://www.mediafire.com/?7bb3muabevqj9wn

70
Off Topic / E-mail Scam
« on: August 03, 2010, 01:09:37 PM »
Today i was checking my mail box, and this came up:

Code: [Select]
Hello, thank you for shopping at the Blizzard Store!

StarCraft II®: Wings of Liberty™: 3222709769689429459829404

To use this key to activate the game, simply follow these instructions:

    * Create a Battle.net account (or if you already have one, log in) at http://us.battle.coderedemption.net/login.html
    * Verify your e-mail address. (If you have previously verified your address, skip this step.) From the main Account Management page, click the 'verify this e-mail address' link. Then, check your e-mail account for a verification e-mail. Click the link in this e-mail to verify your e-mail address.
    * Return to the Battle.net account management page, then click on 'Code Redemption'.
    * Enter the above CDKey in the code field.
    * Once you have successfully redeemed this code, you will be able to play the game.


NOTE: If you have previously chosen to gift your digital purchase, attaching this key to their Battle.net account will prevent you from being able to redeem this key with your Battle.net account.

===========================================
Purchase Receipt
===========================================
Customer Account: -------------------------------------
Order Date: 2010-8-2
Order #: 8126106

(1) StarCraft II®: Wings of Liberty™ - $59.99

Credit Card Number : ---------------------------
Credit Card Type : -----
Item Subtotal: $59.99
Tax: $0.00
Shipping & Handling: $0.00
Shipping Tax: $0.00
Grand Total: $59.99
===========================================

If you have any questions or concerns about your order, please contact us at:

Phone: Toll-free at (1-800-592-5499)
Website: http://us.battle.net/account

Live phone support is available seven days a week, 8:00AM - 8:00PM Pacific Time.

Thanks for shopping with us!
Blizzard Customer Service

I'm loving scared, I clicked that link and I showed up as a false link, i'm loving afraid someone bought that game on my e-mail.
Also, don't click that link. : s

But well, the internet security blocked it, So i'm safe guys?

71
Off Topic / Steam is having trouble to connect
« on: July 01, 2010, 06:05:40 PM »
Anyone is gettting this?

I cannot connect...

72
General Discussion / V16
« on: June 28, 2010, 08:54:02 PM »
It's out, updating.

73
Gallery / Deathmatch Series - Tactical Terror
« on: June 20, 2010, 03:31:14 PM »
Showing off some of my builds, that I've built with a bunch of friends. Rate X/10


The Industrial Downtown(Sniper DM)


First seen in HellsHero's server





Story:


In middle of the downtown, in Block City, Nevada, a mad guy, created a tournament, he called it.. "Tactical Terror".
Why?
No idea, he could have a better name, but that was his opinion of it.
After sometime, more people found out about that "game", and joined it.
MADNESS STARTED.



Credits:
- Plastic Army - For building the Construction Site
- Barnabas - For building the awesome cars
- Khain(me) - Built almost 95% of the build
- HellsHero - Various Events
- MYST - Kept me occupied
- Showdown - Pointed out various bugs
- yndaaa - Made me a new model for the Naval Sniper (Great Job!)


Criminally Insane(TDM)


Never seen...

Note*: The build was just started, I am a bit lazy to finish it, but it'll be done in a few days





Story:


After sometime on the Madness, exactly, 3 hours, 53 minutes and 35 seconds, the police was called to stop the madness:
Code: [Select]
Those people are destroying the city! Whoever the mad guy is, we must kill him!
The mad guy, actually got that message too, and got his other "mad guys" and created a team, out of it.
POLICE, MAD MEN, FINAL DESTINATION.
Well, the city is all destroyed now, we must run fight.



Credits:
- Khain(me) - Building the entire Team Deathmatch
- Barnabas - For building the awesome cars
- Wehrmacht - Building the entire Team Deathmatch




74
Modification Help / Making an ".dts event"
« on: June 09, 2010, 01:39:49 PM »
I basically want to create an event that spawns a .dts model.

Can someone help me out?

75
Help / Spawning .Dts Objects with events
« on: June 08, 2010, 06:52:19 PM »
Is there a way to do this?

If so, could someone explain me how?


Thanks, Khain.

Pages: 1 2 3 4 [5] 6 7 8