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Messages - Katadeus

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14206
Suggestions & Requests / Re: Simple style mechs
« on: July 17, 2011, 09:29:35 PM »
Right. So the barrels of the guns or whatever would follow your mouse, but your mech would move based on arrow keys?
Yeah, that sounds right.

14207
Suggestions & Requests / Re: Tilting player
« on: July 17, 2011, 09:21:32 PM »
     I'm tired of waiting, and this topic is receding into the depths of the forums. I do not care that I am making multiple posts here, because this is something that many people would love to use if made properly.
And it wouldn't take THAT much to make. You already have the skis to work off of, then you might have to do something for the walk animation, for the sliding, for jumping, and getting rid of the ski nodes and trails. Then make the item model a pair of shoes or something like that.
     I could attempt to make this, but it would take me ages and would end up being glitchy at best. But for someone who is good at scripting, this would just be a moderately challenging project. So, I think that it is completely possible for this to be done even within such a span of time as a month, or if you're really good, a week.
Also, the added element of tilt would make stuff like knife fights a TON more interesting.
Here's something though. It shouldn't be able to crash when it's crouching. That would be relatively stupid.
     This would also require the crouch collision box to be extended at least a bit, though it would probably cause a few glitches when crouching into walls. You could probably achieve a functional version of that if you had two separate collision boxes, but I'm not sure if this is possible.
Okay.
     So this may take a little longer than I thought. But people could also collaborate on this. That would cut the time necessary drastically, as long as there was absolute co-operation, and people ready to take over if necessary. I'm tempted to offer money to the person who makes it, but that would probably end up being a little unsafe, security-wise. Also, I'm a horribly miserly idiot and I wouldn't do that.
     So, there would probably have to be multiple versions, lots of testing, etc. But parkour challenges and stuff would be revolutionized, and it would wonderfully improve on the playing experience in many cases if made properly.
I realize the kind of difficulty that I am facing here.
No-one wants to spend the time, no-one wants to do it.
Everyone wants it finished.
     I'm telling you, this topic shouldn't die just because nobody wants to do this kind of project. I am absolutely certain that there is at least one person on the forums who could script this if they sat down and tried.
     A couple of people could work on some models and animations, someone might be there solely for the purpose of implementing models and animations into the vehicle. Then there could be maybe 2 or 3 people working on separate script versions or on one script. And then there would be testers, who would not only try out the playertype, but also modify the script so that it worked the best. Then they would send the script to other testers, or simply host, and people would decide what was best.
     I am specifying that there could be this many people because this is the upper limit. It would only really take one person to do each of these jobs, but it's possible that it would work better in another way, such as having competing teams, who not only rush to meet a deadline that could be advanced if no-one made it in time, but also aim for the best quality in the group.
     I don't know. I've never had anything to do with any group project, really, but I am certainly inspired by the idea here. It has a kind of insistence that is hard for me to get rid of, which causes strange, lengthy double posts like this.
     People have said that threads with this idea have always died, have never worked, but it IS worth doing.
One more thing.
     If anyone makes this and makes it a private add-on, I will track them down and chop their fingers off with a sharpened spoon. A sharpened, rusty, grapefruit spoon.
     But I personally doubt it. All of the self-centered private add-on makers out there PROBABLY wouldn't make this. There's no telling if they will, and if my warning is not enough.
This is something that could really cause a huge change in gameplay, and I love the idea of it. I am being eaten up by the grandeur of the concept.
And I can't make it myself.
It's killing me.

14208
Suggestions & Requests / Re: A human playertype
« on: July 15, 2011, 02:39:10 PM »
...?
I see no point.
Please correct me if there is one.

14209
Suggestions & Requests / Re: Saved Kills
« on: July 15, 2011, 02:37:56 PM »
Then you would probably making their own stupid servers to get more kills. Generally a good idea though.
People generally leave stupid servers like that. It would only register player kills, if that's possible.
I find this to be extremely useless. I don't see the point of only having just kills.
I'm glad someone thinks that. There must at least one person who says something like this.

14210
Suggestions & Requests / Re: Saved Kills
« on: July 15, 2011, 08:32:01 AM »
I hate how people read, probably have something to say, and don't post anything. At the time of this post, 4 people have read this. That's not too many, but I really need feedback on any topic I create.

14211
Suggestions & Requests / Saved Kills
« on: July 15, 2011, 07:51:29 AM »
This is merely another idea that I had, and I'm sorry if I'm the only one that wants this: saved kills.
You would be able to look in a little gui at how many total kills you have gotten so far, but not just on that server. It would be your absolute total kills; all kills you have gotten since you got the mod.
I don't know what I need to look at to do this, but I'm guessing that you would need a text document created under client that would record your kills, and some bit of code would need to be added to. I'll check in team deathmatch if there's anything there that I could use.
Of course people could change it around and such, but that's fine. Idiots and braggarts will be vice versa.
Flaming is not necessary and not appreciated.
Suggestions and concerns are appreciated.

14212
Suggestions & Requests / Re: Tilting player
« on: July 15, 2011, 06:59:19 AM »
Lol.
Skis are a default ADDON, meaning that all of their files, except for the ski nodes, are accessible. Thankfully, we don't even need the ski nodes, so all of the necessary stuff except for possibly shoe items is there.
If we did happen to get the ski's code, it resets all the players velocities and rotations so it wouldn't be ideal.
It does not reset velocities or rotations at any time.
You confuse me.

14213
Modification Help / Re: Doctor Who Pack
« on: July 14, 2011, 09:48:22 PM »

14214
Suggestions & Requests / Re: Tilting player
« on: July 14, 2011, 09:41:27 PM »
Sure, that could work well, as an item.
That would mean that shoe models would have to be made, but I entirely support that suggestion. Even as I was typing the topic, I was wondering about how and when the vehicle would be created.

Just saw another stu-EDIT moderately uninformed comment, and would like to clarify.
It is able to tilt at ANY TIME, not just in midair. So exactly like the skis in that respect.

14215
Suggestions & Requests / Re: A cave map
« on: July 14, 2011, 09:25:26 AM »
Yeah. How do you delete part of the ground?

14216
Suggestions & Requests / Re: A cave map
« on: July 14, 2011, 08:39:06 AM »
I've always wanted this.
Especially on stuff like the slopes.
You would have to make models for all of the caves, because terrain doesn't work like that, so you would have to include them in the map zip. Then, you would have to make sure that they used the snow textures or whatever you wanted for it. Your model would probably look unrealistic when sitting all alone, but then you would probably be able to move the terrain around it so that it fit in.
Unfortunately, this would mean that tunnels going straight through the mountain are right out, unless you open up the terrain file somehow and delete certain parts of it, which could take ages to do, and it probably wouldn't work.
I believe that the way that terrain is saved uses vertexes to figure out exactly where the terrain is.
I gtg,  maybe talk about this more later.

14217
Suggestions & Requests / Re: Tilting player
« on: July 14, 2011, 08:34:51 AM »
Good idea. It took me maybe 5 minutes to realize that you had actually added three sentences.

14218
Suggestions & Requests / Re: The best way to learn scripting quickly?
« on: July 14, 2011, 08:33:19 AM »
The packaging of the playertype is important, too, though.
Make sure you have the following.
Namecheck.txt-the ONLY thing that should be in it is the full name of your playertype, in the format Player_[namehere].
Description.txt-this is necessary, but you can put anything you want in it. Most of the time, people make it pretty formal.
Server.cs-copy another server.cs file to your folder to make it cs, and then change the file it executes from whatever playertype you stole it from, you stealing no-good dirty rotten pig stealing wiper of other peoples' bottoms, to your playertype. I think that's what's in it.
Then, you need another .cs file, so copy and paste again, only to get the file ending, clear everything in it, open up another playertype's other .cs file, and read it and make sure you understand it. Then, you copy everything that is necessary to copy manually, so that you can get it under your fingers, and hopefully eventually will not have to do this. Then, all there is to do is change values, like firstpersononly, jumpforce, runforce, etc.

Then, if you want to release it, you don't.
Wait until later to do that.
You may discover the fact that it is crap in the meantime.
This is a good thing.

14219
Suggestions & Requests / Re: Tilting player
« on: July 14, 2011, 07:54:52 AM »
Wow, giant flurry of responses. Yeah, it would be a vehicle, rather like the skis, although it would
A. Not have the skis (Durr)
B. Not have anything to do with the skis
C. Not slide, just walk. This should be possible with a vehicle, although I am not sure exactly how. I think it might end up being rather hacky.
D. Fall over when the angle was too much, and sustain 5-15 damage
E. Be able to jump when touching ANY surface, but adding velocity in the direction that is at a right angle to the surface.
F. It would run and jump higher.
G. It would play the running animation, just the normal one, but I am not sure how exactly to do that. Possibly there's something in vehicle scripts that stops it from playing, but I am unsure.
H. It would probably be unable to mount vehicles unless it got rid of the player vehicle.

14220
Suggestions & Requests / Re: Output event: ResendEvent
« on: July 13, 2011, 06:45:39 AM »
This be good. /support

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