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Modification Help / Re: [CODE/REFERENCE] QueueSO
« on: February 08, 2017, 04:33:31 PM »
It's also not right.
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play animal crossingwhy even post here if you could just play some other RPG?
heres a freakin mc freaker hater!!!!lol
https://www.youtube.com/watch?v=k6KQ1QgmRKk
YELL AT HIM AND DISMLIKE IS VIDE
So elaborate on the G lmfao like where is it famWell, isn't that the point of the topic? To know what people would want in the G part of it?
Wow, such a horribly executed insult. There are plenty of other games that would have made sense to mention with that. Sorry I don't play COD, I'm not that much of a friend.Sorry. I'll let you insert your own cover-based shooter next time.
They wouldn't be overpowered, and if ammo was existent they'd be balanced different than they are while there is infinite ammo.
My best music:I hate to break it to you, but Blue Burst isn't 1-3. Blue Burst is 1, 2 & 4. Episode 3 was a card game.
Phantasy Star Online: blue burst ep 1-3 - Jungle- A lush load
Phantasy Star Online: blue burst ep 1-3 - Entry into the crater part 1
Marshmallow Castle - Kirby Super Star
Tales of Phantasia - final act
Spelunker II - Yuushahe no Chousen
Megaman x6 - opening stage
Is it just me or is this game utterly boring now? I can't take this game seriously, competitive isn't serious to me. The biggest reason this game will never be truly competitive to me is because of unlimited ammo - all it does is promote spammy bullstuff.Limited ammo wouldn't even change it. People die so frequently that it's only going to really harm better teams. It would also be a severe buff to Reinhardt and D.Va, especially since Reinhardt doesn't even use ammo.
https://github.com/Zeblote/PlayerCollisionToggle#usageNeat, so I imagine you could do something like...
function onPlayerProcessTick(%player, %move)
{
if(%player.getType() & $TypeMasks::PlayerObjectTypeHidden)
{
$Physics::PlayerMoveMask &= ~$TypeMasks::PlayerObjectTypeHidden;
$Physics::PlayerContactMaskServer &= ~$TypeMasks::PlayerObjectTypeHidden;
$Physics::PlayerMoveMask |= $TypeMasks::PlayerObjectTypeNormal;
$Physics::PlayerContactMaskServer |= $TypeMasks::PlayerObjectTypeNormal;
}
else
{
$Physics::PlayerMoveMask &= ~$TypeMasks::PlayerObjectTypeNormal;
$Physics::PlayerContactMaskServer &= ~$TypeMasks::PlayerObjectTypeNormal;
$Physics::PlayerMoveMask |= $TypeMasks::PlayerObjectTypeHidden;
$Physics::PlayerContactMaskServer |= $TypeMasks::PlayerObjectTypeHidden;
}
}To make it so players don't collide with players on the same layer, but collide with players on the other layer? Effectively being able to create a "move through your own team but not the enemy team" system?
Minecraft was in development since May of 2009 and it was released as a full-fledged game in November of 2011, so that makes it close to about 8 years old including its development stage and 6 years old upon release.Minecraft had a team behind it. Minecraft had made massive profits. Minecraft was also sold to Microsoft.