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Topics - Mr.Noßody

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226
Modification Help / Attaching a Light to a Node
« on: July 28, 2010, 07:37:23 PM »
I was wondering if attaching a light to a node like "muzzelpoint" on a gun, is possible or not.
And If it is can I get some code for it?

227
Drama / I have a copy?
« on: July 22, 2010, 08:14:26 PM »
Well, its true, Some 20K Id idiot is trying to pass himself off as me with the name Mr. Nobody. Slightly different but still a copy. He says hes been here first. (I think he was referring to his own server).

228
Modification Help / Custom Player Type
« on: July 06, 2010, 09:46:15 PM »
I'm trying to make a custom player type with a new model for the head.

I have the model in Milkshape 3D.

How would I replace the head for a custom model?

229
Modification Help / Animating a light.
« on: June 29, 2010, 09:28:18 PM »
How would I animate a light?

230
Modification Help / Coding Request: Stacking Items
« on: June 17, 2010, 06:43:29 PM »
So, I'm making a health restoring device that's aim is for you to be able to carry more than one, in only one item slot. Maybe even having x? in the Icon image indicating how many are stacking. But I'm at a loss or coding when trying to tackle this so I need help here.

Or is this Imposable?

231
Suggestions & Requests / Boulder Vehicle
« on: May 27, 2010, 07:55:36 PM »
Like the ball but bigger, and boulder shaped. It would be perfect for traps. generally heavy so it cant be click pushed so easy.

"Indiana Jones"

232
Modification Help / Projectile Emitter Nodes
« on: May 19, 2010, 05:32:28 PM »
Can you attach emitter nodes to a projectile itself?

233
Modification Help / Can a Projectile have a Dynamic light?
« on: May 05, 2010, 08:20:25 PM »
Dynamic light like :
// Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
:used for projectile explosions, can that be put into the:
hasLight    = True;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
:of the projectile?
 

234
Modification Help / Hiding Bodyparts/ Mounting modles to Bodyparts
« on: April 25, 2010, 01:51:01 PM »
I want to know how I can: Hide Bodyparts like an arm/hand.
And how to mount an object to a bodypart other than the right hand, like a hat.

235
Suggestions & Requests / Body Part Playertype
« on: April 21, 2010, 04:37:17 PM »
A player type that responds to damage to certain part of the body effected. Like you get shot in the leg, it damages your leg crippling you making you walk slower. I think a Body Part Aware player type should be made.

236
Add-Ons / D-Angry Ball + D-Smiley Ball
« on: April 20, 2010, 06:30:17 PM »
D-Angry Ball

Made from the D-Smiley Ball, (Author: Masterlegodude) I created the D-Angry Ball.
Unlike the happier version that bounces around peacefully doing minor damage, this will kill you. It still bounces.

I just thought it would be fun.


Now with D-Smiley Ball
Made my Masterlegodude, NOT ME (I have permission)

(Console Spam + Icon Image Fixed)

237
Modification Help / Projectile Firing Point
« on: April 13, 2010, 05:45:48 PM »
How do I adjust the point where a projectile will be fired from? Ive tried projectile offsets, but the projectiles still at the hand. How do I change the projectile firing point?

238
Suggestions & Requests / Relayed Zone Events
« on: March 27, 2010, 12:06:22 PM »
Something that bothering me lately, zone events cant be activated through a relay or events. Has to be manually activated. Its a pain really, the Zone Events needs to be updated.

239
Modification Help / Back Mounted Objects
« on: March 24, 2010, 05:07:00 PM »
When I make a model of something that has a part on your back (like the Med Gun, Should I separate the held item and the back mounted model? Or should they both be together. Ran into problems with the "both together" option being able to see the back mount in first person when looking down. Or is that just fixed with code?

240
Add-Ons / Metroid Power Beam
« on: March 04, 2010, 07:13:41 PM »
   
The Metriod Arm Cannon
Fits on your hand and shoots the Power Beam. (Has glowing parts)
Get it Here

This is my *First.

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