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Messages - YoshiDude

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47
Modification Help / Re: UTA (Untiered Arms)
« on: May 19, 2012, 03:34:48 PM »
if you are using blender export as triangle strips in order to fix the shadows

if you are already then idk

roger that

48
Modification Help / Re: UTA (Untiered Arms)
« on: May 19, 2012, 02:49:28 PM »
http://forum.blockland.us/index.php?topic=185575.0

Custom player animations.

With the way it works, it would require for me to completely rework every animation I've already done. If I move the right hand, the gun will move. The gun already moves on its own.

49
Modification Help / Re: UTA (Untiered Arms)
« on: May 19, 2012, 02:40:15 PM »
Very nice pack. My only complaint would be the 3rd person. Firing and reloading in 3rd person looks... Odd.. But otherwise its great.
That's out of my hands.
wugh

50
Drama / Re: yoshiplush2
« on: May 19, 2012, 02:09:44 PM »
i get big ego vibes off him.
this, pretty much.

51
Modification Help / Re: UTA (Untiered Arms)
« on: May 19, 2012, 11:43:36 AM »
looks awful in third person, good in first person
That's out of my hands.
the sniper model looks like a lego toy
The idea.

broken shadows
I have no idea how to fix the shadows.

the range is ridiculous. why can't i hit someone from here with an assault rifle?
I'll think about making it a little less unforgiving.

52
Modification Help / Re: UTA (Untiered Arms)
« on: May 19, 2012, 09:43:37 AM »
So why does the rifle have 48 bulle-

Any more than 16 bullets per kill at a rate of 1 kill per 1.1 seconds would make the gun way too fast-firing and way too effective. I may actually bump it down to 30 and do 10 shots per kill to avoid making it too powerful.

53
Off Topic / Re: What's your favorite music genre?
« on: May 19, 2012, 09:34:46 AM »
dubstep is electronic
no it's not it's a stuffty subgenre
dubstep can't even compare to electronic what
one is actually good and the other (forget skrillex he's too bad for even dubstep here's a better example yuck) is badly overrated

54
Modification Help / Re: UTA (Untiered Arms)
« on: May 19, 2012, 06:13:20 AM »
Why does shotgun have 0% accuracy?
Range is supposed to be drastically different between each weapon. This pack is not about giving every player versatility to make them supersoldiers - it promotes teamwork. I've shot 12 guage before, and I understand that it's a lot more accurate than what's portrayed here. However, if you want a medium range, I'd recommend the Rifle. It kills a little slower than the Shotgun but it's got more range.
The reason it's said to have 0% accuracy is everything else is compared to the Shotgun for accuracy. Its spread is 0.005, which is the largest out of them all so far - it goes from 0.005 to 0, 0% to 100%, respectively.

sniper is terrible. nobody will use it.
shotgun is op. everybody will use it.
You made a small map. What did you expect? This Sniper isn't some silly easymode quickscope 360 doubleswap claymore fakie type weapon. Each weapon is designed for its own scenario - there's nothing overpowered/underpowered here. Not drastically, at least - I'll admit some tweaking should be done for the pistols and Rifle, but I don't think anything's wrong with the Sniper.

I'd like to see a LMG with this reload style.
I'll do it.

55
Modification Help / Re: UTA (Untiered Arms)
« on: May 18, 2012, 02:12:43 PM »

bump

56
Modification Help / Re: Controlling particle emission quantity
« on: May 18, 2012, 08:46:46 AM »
particleEmitterData.ejectionPeriodMS; delay in milliseconds between each new emitted particle
particleData.lifetimeMS; delay in milliseconds until the particle disappears

Thanks.

57
Modification Help / Re: Controlling particle emission quantity
« on: May 18, 2012, 08:43:45 AM »
Set ejectionPeriodMS higher in utaShrapnelEmitter or lifetimeMS lower in utaShrapnelParticle.

Could you explain what those variables affect?

58
Modification Help / Re: Controlling particle emission quantity
« on: May 18, 2012, 08:41:58 AM »
Post the particle and particle emitter datablock.

Code: [Select]
datablock ParticleData(utaShrapnelParticle)
{
dragCoefficient      = 0.2;
gravityCoefficient   = 1;
inheritedVelFactor   = 1;
constantAcceleration = 0.0;
lifetimeMS           = 500;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/chunk";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.2 0.2 0.2 0.9";
colors[1]     = "0.9 0.9 0.9 0.0";
sizes[0]      = 0.4;
sizes[1]      = 0.5;

useInvAlpha = false;
};
datablock ParticleEmitterData(utaShrapnelEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 3.0;
   velocityVariance = 3.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 80;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "utaShrapnelParticle";

   uiName = "";
};

59
Modification Help / Controlling particle emission quantity
« on: May 18, 2012, 08:36:55 AM »
Hi, everyone. I'm working on this weapon add-on thing and I'm trying to create an adequate particle emitter for a bullet's explosion. However, it appears to be creating way too many particles. How would I lower it?

60
Modification Help / Re: UTA (Untiered Arms)
« on: May 17, 2012, 07:55:19 PM »
Looks nice, but I don't see why the sniper is so weak since it has the same bullet whether its scoped or not
It gets a kill in 1.2 seconds (2 shots) if you hit both headshots, which is the slowest of all of the weapons so far. However, it gets the advantage of range. The shotgun kills in 1 second if you hit both shots well, but it requires aim just as much as the Sniper if you're expecting to get a kill. All primary weapons will have the ability to kill 3 people per magazine at max - if you hit every shot. The idea is to not give a real advantage to any weapon aside from range - thus making combat a lot more tactical. Close-range sniper rifle kills are of the past now, unless the other player isn't very good at aim himself or is using a sniper rifle as well.

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