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Messages - Cruxeis

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16
Fillcan??
If not, here's another way:

1. Start a server that you have eval/console access to (ie non dedicated internet server)
2. Load the save as yours.
3. Once it's done loading, find a brick with the color that you wish to replace (I'm going to replace the dark brown)

4. Look at the brick and say /getID
5. Open console (`), and do echo(<ID>.colorID);
6. Get out your spray can and scroll to the new color you want. (I'm going to be using yellow)
7. Open console and do echo(findClientbyName(<yourname>).currentColor);
8. Copy the code at the bottom of this post
9. Open console and do eval(getClipboard());
10. Do swapPaintColor("<colorID>", "<currentColor>", "<yourBLID>");
11. Ta da!

function swapPaintColor(%from, %to, %bg)
{
   if(!strlen(%from) || !strlen(%to) || !strlen(%bg))
      return error("ERROR - swapPaintColor - all three values must be entered (from colorID, to colorID, brickGroup)");
   %count = (%group = "brickGroup_" @ %bg).getCount();
   for(%i = 0; %i < %count; %i++)
   {
      %obj = %group.getObject(%i);
      if(isObject(%obj) && %obj.colorID == %from)
         %obj.setColor(%to);
   }
}


17
Creativity / Re: The new and improved 3D model topic!
« on: August 14, 2016, 04:31:59 PM »

Tried to UV map the blockhead's face, but it's not in the center!
Any suggestions?
Here's the blend.

18
Add-Ons / Re: [Hat] Realistic Face
« on: August 14, 2016, 02:58:30 PM »
How long did it take you to make this lol

19
Creativity / Re: The new and improved 3D model topic!
« on: August 13, 2016, 11:51:41 AM »

I think the handle is way too short and fat
Also what should this shoot?

20
Suggestions & Requests / Re: Suggestion: Event_setPlayerRender
« on: August 11, 2016, 09:26:04 PM »
If so, I could use it as a freeroam purchasable spectator perk that lasts for the rest of said round.
I know that you might want a player type, but an alternative could just be an event that uses control objects and cameras.

21
Add-Ons / Re: [PLAYER] Cinematic
« on: August 09, 2016, 09:55:36 PM »
This is fantastic, nice job!
I like the whole bleeding out thing.

22
Creativity / Re: The new and improved 3D model topic!
« on: August 09, 2016, 01:54:30 PM »
Loosely (hint hint) based off of something else. Anyone know what?

23
Creativity / Re: The new and improved 3D model topic!
« on: August 08, 2016, 07:54:43 PM »

projectile for it:

This is only like my 10th model ever, suggestions?

24
Gallery / Re: New Map: The Stairwell
« on: August 08, 2016, 04:22:34 PM »
Is this going to be the newest meme? Posting builds in add-ons?
lol I hope not

25
Add-Ons / Re: [Brick] Tank trap
« on: August 08, 2016, 03:01:32 PM »
This is really nice, I like it.

26
Add-Ons / Re: Melee Shotgun
« on: August 08, 2016, 12:18:17 PM »
Well I guess the melee has one purpose. Being able to hit players through bricks and vehicles.
Can you explain this please and actually be helpful, instead of being passive aggressive? I'm still trying to learn.

27
Add-Ons / Re: Melee Shotgun
« on: August 08, 2016, 11:45:52 AM »


Code: [Select]
%result = ContainerRayCast(%start, %end, $TypeMasks::PlayerObjectType, %obj);
the actual problem is that you're not looking for bots, which is what i was testing the attack on. incidentally the raycast also doesnt detect vehicles (which the melee would be even more useless on anyway) or bricks (so you can't have a hit fx when you hit the ground)

beyond that the sound is just the default gun, there's no sound for swinging your melee and there's no sound for a melee connecting

for all intents and purposes this is just ephialtes' shotgun with more projectiles, down to the fact that if you get hit by every shot you shoot directly vertically up into space
So it needs to work on more things and not be as generic, basically?

28
Add-Ons / Re: Melee Shotgun
« on: August 08, 2016, 11:17:10 AM »
cool it, he literally means that the melee attack is stuffty and not worth using

like im looking at the .cs right now, it doesn't do knockback and you can use it every like half a second, 500ms

but the shotgun itself reloads in like 750ms and does instant kill damage so why would you ever just wait the extra quarter second

actually i just playtested it now it doesnt seem like the melee attack is coming out at all
I'll fix all of this when I get home. It does what it was requested to do.

For the melee to work, you have to be in a minigame and it has to be the same minigame as the player that you're attacking.

Anything else I should do?

29
Add-Ons / Re: Melee Shotgun
« on: August 08, 2016, 10:53:02 AM »
This type of thing would fit a sniper rifle more, the whole point of shotguns is to deal high damage from close quarters. Plus, the melee damage is terrible.
This wasn't my idea, it was requested by someone.
What do you mean it's "terrible"?
That's kind of insulting.

30
Add-Ons / Melee Shotgun
« on: August 08, 2016, 09:21:20 AM »
Melee Shotgun
Normal shotgun, right click for melee attack

Features:
  • 10 bullets per shot, 15 damage per bullet
  • Melee attack does 10 damage per hit from 10 units or closer
  • Custom CI and damage types for both the bullets and the melee attack (Top is bullets, bottom is melee)

Download
Dropbox
v1 (128.21 KB)


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