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Messages - TableSalt

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12781
Modification Help / Re: How do I gun
« on: December 12, 2015, 08:57:52 AM »
So it should work now?

12782
Modification Help / Re: How do I gun
« on: December 12, 2015, 08:40:29 AM »
oh yeah I forgot that
so wait do I put trigunItem or trigunImage

12783
Off Topic / Re: [BLF Extension] User Tagging
« on: December 12, 2015, 08:28:57 AM »

12784
Forum Games / Re: would you have love with the avatar above you?
« on: December 12, 2015, 08:27:07 AM »
Unyes

12785
Off Topic / Re: is it bad that i can imagine rule 34 of anything i see.
« on: December 12, 2015, 08:24:32 AM »
it doesn't take much effort

12786
Forum Games / Re: Email game (v3???)
« on: December 12, 2015, 08:23:15 AM »
Here's my list:
Derpibooru (username is friend, password is killmenow)
Scratch (username is Aviators, password is blahblahblah123)
I'll add more if I remember to

12787
Modification Help / Re: How do I gun
« on: December 12, 2015, 08:08:39 AM »

12788
DON'T
Don't what?
It's okay, you can tell us! :D

12789
Drama / Re: Zapk-Abusing slayer to crash servers
« on: December 12, 2015, 01:49:01 AM »
[size=99pt]oh forget guys[/size]

12790
Drama / Re: Zapk-Abusing slayer to crash servers
« on: December 12, 2015, 01:43:43 AM »
yeah how are you even supposed to pronounce that
Zap Kay

12791
Modification Help / Re: How do I gun
« on: December 12, 2015, 01:33:34 AM »
I'm just using TextEdit for server.cs, then selecting it all, right clicking, and compressing them.

12792
Creativity / Re: The new and improved 3D model topic!
« on: December 12, 2015, 01:13:02 AM »
Make it fire small grenades that explodes into 10 to 15 bullets.

12793
Modification Help / Re: How do I gun
« on: December 12, 2015, 01:09:53 AM »
Why does the multi-projectile/projectile spread script take place on a single line? Also, it shouldn't be 'ShapeBaseImageData(trigunImage)::onFire', it should just be the name of the image data that's in the parenthesis, so it would be like this 'trigunImage::onFire'

However, there's already an onFire function, and you can't have multiples of the same function or otherwise one will overwrite the other, so just add the multi-projectile script to the onFire function above, like so
http://pastebin.com/raw.php?i=8izjFWaT

Also, if you plan on changing how the particles work, be sure to change their entries for 'uiName' in their emitter data, even though you change the name of the datablocks, they can still overwrite stuff that appears on the list for brick particles

Like for the trigunFlashEmitter's uiName entry, you could change it to 'uiName = "Tri-Gun Flash";', or you could remove that line entirely if you don't even want those particles to be spawnable on bricks

Then there's the projectile data, you're currently using the default Gun's damage type, so you're still probably modifying how the default Gun functions

You can avoid this by renaming the entries for directDamageType and radiusDamageType from '$DamageType::Gun' to '$DamageType::Tri-Gun' and changing 'Gun' from the start of 'AddDamageType("Gun",   '<bitmap:add-ons/Weapon_Gun/CI_gun> %1',    '%2 <bitmap:add-ons/Weapon_Gun/CI_gun> %1',0.2,1);' to the same thing you put for '$DamageType::NAME', which in this case would be Tri-Gun

Once you get around to making your own CI image (chat icon/the icon used to show how a player was killed) for your weapon, you can change the name of the bitmap's directory to the directory of your image

You also forgot to rename the shapeFile name in the weapon image from pistol.dts to tripistol.dts

Hope this has been of any help to you
Whoa.
Have I done it?

12794
Forum Games / Re: HIGH ROLLERS - Still not dead yet
« on: December 11, 2015, 11:43:58 PM »
I need more cold powers!
Eat a spearmint!

12795
Forum Games / Re: High School Adventures [Fire alarm!]
« on: December 11, 2015, 11:18:39 PM »
Obtain a cheese grater.

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