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Messages - Space Guy

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241
Modification Help / Re: 1024 byte scripting contest
« on: January 15, 2011, 01:42:36 PM »
I showed an another entry I thought of sending in, but it was too big, so I posted it here so others could have an use for it.
Yeah, I've PM'd it to him but I wasn't sure whether I was supposed to also post what it is/links/etc. here.

242
Modification Help / Re: 1024 byte scripting contest
« on: January 15, 2011, 12:40:03 PM »
Sent my entry in.

(Are we supposed to show it here before the results?)

243
Modification Help / Re: 1024 byte scripting contest
« on: January 14, 2011, 11:53:11 AM »
For another example, Badspot's 16-line rocket launcher. (547 characters including linebreaks)

244
Modification Help / Re: And another weapon pack
« on: January 14, 2011, 11:47:01 AM »
Most of them aren't acronyms, that's just how real weapons are named :/, if they're modeled after the real world weapons and the aim is to recreate them accurately then it would only make sense to name them accordingly. Even if they were named in the generic style you would still have to try out every single one to see how different they are.

There is no black and white difference between Big pistol and Pistol just by looking at the name, you'd have to use both to see how each works so in the end it's redundant to use the generic naming system for a pack like this.
I meant the idea to add some prefix "Pistol - M###" "Assault - M###" "Sniper - G###" so all the similar kinds of weapons appear together in the minigames menu instead of having to guess first.

245
Modification Help / Re: And another weapon pack
« on: January 13, 2011, 02:26:12 PM »
First one, just writing it down as a record. Plus you didn't respond to the second point of that on the server.

And if you do want to keep all the odd acronyms my other idea would help organise them a little so you don't have to go spawn every single one to see what they are when setting events/minigame items/whatever.

246
Modification Help / Re: And another weapon pack
« on: January 13, 2011, 01:21:43 PM »
Stinger can't hit a stationary Jeep
- if on flat ground, the aiming position is between the wheels - as a result direct rockets go straight through the gap instead of blowing up on e.g. the ground
- if you aim slightly to either side the rockets can't curve fast enough to hit it and go spiralling off into the distance

Ammo message doesn't disappear when switching weapons or throwing them (when I tried the flare gun, may happen with other)

Menu names are really unhelpful - how am I supposed to identify what your "L85A2" does different to "M21" "M1014" or "STK CPW" without spending an hour reading gun catalogs before picking what to put in a deathmatch. How about naming them like "Assault - SCAR" or "Grenade - M79". Then they're organised in the menu and you can easily pick out what's a sniper rifle, what's a pistol, whatever.

247
Drama / Re: City RPG, the new way to achive admin
« on: January 09, 2011, 07:25:51 PM »
Correction there, it does nothing at all since he used "%subClient" but is testing for the nonexistant "%client.bl_id".

248
Drama / Re: City RPG, the new way to achive admin
« on: January 09, 2011, 07:24:50 PM »
Quote
2. The command /fakeadmin is not fake, but does the same as the /claimadmin command, although applys the variable "fakeadmin", allowing the "kickall" payload to display a extra chat message. Opon using this command displays the chat message: "JJstorm has become Super Admin. (Manual)" or whatever JJstorm has set his username to, appearing a Admin has given him Super Admin or appearing the server got "hacked".
Not exactly. It lets JJStorm enter a name to "fake admin" showing the message/admin GUI, giving them no powers at all but instead letting JJStorm kick them with the next command.

249
Try naming it Add-Ons/Script_Testing/sample.cs - that's what the message means

250
Modification Help / Re: Homing Player With Sword Weapon
« on: January 09, 2011, 12:06:29 PM »
You're able to make a player aim left/right with setTransform, but not up or down.

251
Suggestions & Requests / Re: Ghost Bricks are Glitchy!
« on: January 06, 2011, 03:35:15 PM »
For me it's usually not the ghost disappearing, but the first brick I place occasionally ends up invisible - If I delete it the next one I place is invisible instead. Weird.

252
Modification Help / Re: Mission Editor
« on: January 02, 2011, 05:37:39 AM »
It's a fixed keybind and will always be F10, F11 on Windows and cmd+m/cmd+g on a Mac.

253
Suggestions & Requests / Re: Anti Air tank.
« on: January 02, 2011, 05:34:26 AM »
Kaje made this model ages ago, I don't know if he ever finished it:

254
Drama / Re: Spawnkilling (and how YOU can stop it)
« on: December 30, 2010, 01:44:17 PM »
Stop using the default minigames mod and I'll stop complaining.

255
Off Topic / Re: Programming Languages. [POLL]
« on: December 30, 2010, 06:26:53 AM »
C++. You get complete control over what the computer actually does - if you want to change how the memory is organised, or write your own data stucture, it's possible and just as fast as the built in ones.

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