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Messages - lordician

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7006
Off Topic / Re: What Nationality are you?
« on: July 29, 2010, 02:11:06 PM »
I am from the Netherlands and speak dutch.
Dutch is not the same as they speak in Germany, they speak german there (just FYI).

I don't love living in the Netherlands, but i don't hate it either.


Yes, my country lost from Spain in the World Cup, but i don't really care and Spain had a better team.
Our team was playing too much solo.

7007
Off Topic / Re: I'm Getting Close to Kalph
« on: July 29, 2010, 02:08:30 PM »
I am getting close to myself.
Waiiiit a second.....

7008
Off Topic / Re: 580 days without a soda
« on: July 29, 2010, 02:07:00 PM »
I don't see a reason to stop drinking soda...

7009
Games / Re: Oh yeah, in LU closed beta brotherS
« on: July 29, 2010, 02:01:52 PM »
I too got an email to get in.
After like, asdf, two months or what.

7010
Games / Re: Pokemon Brown: A hack of Red version
« on: July 29, 2010, 01:59:39 PM »
Oh dear, isn't talking about ROMS forbidden?

7011
Games / Re: Let's play:Two Guns Prototype!
« on: July 29, 2010, 01:58:25 PM »
You firsat have to have the TwoGuns mod which makes add-ons possible.
Gte it here.
Then read the readme inside of it and do what it says, finally, place the addon zipfiles into TwoGunsFolder/tgm/server/mods
Be sure to download the spas on the same website of the TwoGuns Mod.
Also, i dislike the flamethrower without the ability to set people on fire. D:

Spawn the weapon by entering the world editor or by typing this into the console:
weaponnameatplayer();
For the spas that is, spas12atplayer();
Flamethrower is, flamethroweratplayer();
Minigun is, Minigunatplayer();
Sniperrifle is, sniperrifleatplayer();

7012
Modification Help / Re: The Bug and MAS Mods
« on: July 29, 2010, 12:16:11 PM »
Bumps are always welcome, silly.
It shows that this mod is still loved.

7013
Modification Help / Checking if a brick has recoloring on
« on: July 28, 2010, 07:20:57 PM »
How to do what i state in the title?
I tried everything, latest call:
if(%obj.spawnBrick.reColorVehicle)
I would like to know how to do this, you guys are my last resort.

7014
Gallery / Re: DOF Screenshots
« on: July 28, 2010, 07:17:25 PM »
Because you are lovey.

7015
Off Topic / Re: I come from Roblox. Ohai. :D
« on: July 28, 2010, 04:11:15 PM »
Heya.

7016
Off Topic / Re: Guess who the user below you is.
« on: July 28, 2010, 04:09:51 PM »
Bomb Kirby

For some odd reason.

7017
Games / Re: Let's play:Two Guns Prototype!
« on: July 28, 2010, 03:29:08 PM »
I ported some guns and posted the link in the previous thread about this game.

EDIT: Link to previous thread about TwoGuns+Page of where i posted links to my ported guns.
Sadly, for the ones who would've liked the V1 of the flamethrower, i lost it when i changed to this new computer. D:
Perhaps i will look at it again.

Perhaps.

Also, i would like to see Reconasance to work on his mods and post them. D:
Wait, i believe i still got him in my friends list...

7018
Off Topic / Re: The Love Topic
« on: July 28, 2010, 09:04:49 AM »
I love you all. :3

7019
Modification Help / Re: Alien Swarm mod
« on: July 28, 2010, 08:52:21 AM »
Alphadin, you said you are not an expert, did you even play Alien Swarm?

Anyhow, the Shield Bug defends himself when attacked or when he sees a close enemy.
The best result to achieve this is by making the animation of it defending itself would be a crouch animation.
The crouch speed should be lower then it's walking speed, overall it's not a fast unit, but a strong and quite annoying unit.

When it defends itself, you should make the player/bot have the variable %obj.shielded set to 1, then you have to include a script that checks the position of the damage done on the Shield Bug.
When the damage is done from the front, it should be ignored.
I advise you to take a look at the scripts for headshots and of course Space Guy's shield scripts.
Be sure to make the normal walking animation look like when it's not defended and walks.
And the crouch walking animation should of course look like when it defends itself and walks.

If you need more information, you can always ask and you can add me on Steam if you want, my name is Lordician.
For the parasite script, i advise to look at the script for the jockey.

Last, i highly advise you to either make your mod first work with ZAPT, as it would allow you to make it alot better.
In my opinion then.
Or perhaps you should make it work like this:
When server has:
-ZAPT on, Gamemode_Zombie off - Enable ZAPT scripts.
-Gamemode_Zombie on, ZAPT off - Enable Gamemode_Zombie scripts.
-No zombiemod enabled - Enable normal playertype scripts.
If ArmyUnit haven't changed his mind, we are doing this with the BugMods too.
It widens the range of your public alot while not having an independent script for the AI.

But of course, after all you are the scripter, you could just ignore this whole post.

7020
Modification Help / Re: Alien Swarm mod
« on: July 27, 2010, 05:58:41 PM »
The legs will be the only hit able part.

:D HP will be around tank HP or so
Front legs are protection, i am sure you can make it so that you can't hit it from the front, but can from the rear and back when it crouches/defends.

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