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if you are using blender export as triangle strips in order to fix the shadows
if you are already then idk
http://forum.blockland.us/index.php?topic=185575.0
Custom player animations.
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
i get big ego vibes off him.this, pretty much.
looks awful in third person, good in first personThat's out of my hands.
the sniper model looks like a lego toyThe idea.
I have no idea how to fix the shadows.
broken shadows
I'll think about making it a little less unforgiving.
the range is ridiculous. why can't i hit someone from here with an assault rifle?
So why does the rifle have 48 bulle-
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.
sniper is terrible. nobody 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.
shotgun is op. everybody will use it.
I'd like to see a LMG with this reload style.I'll do it.
particleEmitterData.ejectionPeriodMS; delay in milliseconds between each new emitted particle
particleData.lifetimeMS; delay in milliseconds until the particle disappears
Set ejectionPeriodMS higher in utaShrapnelEmitter or lifetimeMS lower in utaShrapnelParticle.
Post the particle and particle emitter datablock.
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 = "";
};
Looks nice, but I don't see why the sniper is so weak since it has the same bullet whether its scoped or notIt 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.