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Modification Help / Re: setImageTrigger(0,true) doesn't play weapon animations when out of ammo
« on: April 26, 2014, 02:55:18 AM »
Nothing at all, seriously?
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1: Game mechanics are yes, but by ammo types you didn't mean it will be like '5x2489 9. 743 CPDSJZT 28mm pistol rund' and 'XMO Type 23487 76. 9x6x1023 snipre rund' stupidity, right? It was really annoying in T+T.
So you find it dumb that the weapons portrayed in this pack use the real names of the guns and calibers? Whats the problem with using the real weapons name? Insert "lO| RgA-373 wat iZ diZ" argument here. The acronyms often represent the model number, year the model was made and sometimes the initials of the creators name. If you have a problem with the name just deal with it and stop being an ignorant and clueless tool. I keep having these arguements with people and each time the responses get more and more handicapped.This pack is going to be strive for an unprecidented level of realism, loosly based on the game Resistance and Liberation. (It's gonna end up being a WWII pack, btw)
2:This is Althars domain. I'm sure he can figure this out.
http://forum.blockland.us/index.php?topic=248627.0
1st person: hands and stuff
3rd person: whacky tier+tac animations
and it will all be cool ok??
ok
the uk also has free healthcare and speaks english + better in everywaybritish accents are such a turn off
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.15;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "LoadCheckA";
stateAllowImageChange[1] = true;
stateSequence[1] = "Ready";
stateName[2] = "LoadCheckA";
stateScript[2] = "onLoadCheck";
stateTimeoutValue[2] = 0.01;
stateTransitionOnTimeout[2] = "LoadCheckB";
stateName[3] = "LoadCheckB";
stateTransitionOnAmmo[3] = "CheckForAmmo";
stateTransitionOnNoAmmo[3] = "Reload";
stateName[4] = "Reload";
stateTimeoutValue[4] = 4;
stateSound[4] = DrenDranReloadSound;
stateSequence[4] = "Reload";
stateScript[4] = "onReload";
stateTransitionOnTimeout[4] = "WaitForTriggerUp";
stateName[8] = "CheckForAmmo";
stateScript[8] = "onAmmoCheck";
stateTimeoutValue[8] = 0.01;
stateTransitionOnTimeout[8] = "CheckForAmmoB";
stateName[9] = "CheckForAmmoB";
stateTransitionOnAmmo[9] = "Fire";
stateTransitionOnNoAmmo[9] = "DryFire";
stateName[5] = "Fire";
stateTimeoutValue[5] = 0.25;
stateTransitionOnTimeout[5] ="WaitForTriggerUp";
stateFire[5] = true;
stateAllowImageChange[5] = false;
stateSequence[5] = "Fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateEjectShell[5] = true;
stateSound[5] = DrenDranSlowGunshotSound;
stateName[10] = "DryFire";
stateTimeoutValue[10] = 0.25;
stateTransitionOnTimeout[10] ="WaitForTriggerUp";
stateFire[10] = true;
stateAllowImageChange[10] = false;
stateSequence[10] = "Fire";
stateScript[10] = "onDryFire";
stateWaitForTimeout[10] = true;
stateEjectShell[10] = false;
stateSound[10] = DrenDranDryFireSound;
stateName[6] = "WaitForTriggerUp";
stateTransitionOnTriggerUp[6] = "WaitABitMore";
stateName[7] = "WaitABitMore";
stateWaitForTimeout[7] = true;
stateTransitionOnTimeout[7] = "Ready";
stateTimeoutValue[7] = 0.2;
(Yes, there's supposed to be two ammo checks, though this code needs a bit of cleaning and rearrangement before release)I don't own any social medias except for Twitter, but I don't use it a lot.I have a facebook but I hardly ever use it.
Change history so that Riddler would have won WW2Maybe make it so they focused on their space program instead of the holocaust.