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Messages - Space Guy

Pages: 1 ... 181 182 183 184 185 [186] 187 188 189 190 191 ... 410
2776
Suggestions & Requests / Re: Some TF2 Models
« on: July 29, 2009, 02:40:28 PM »
A short "reload" sequence and states with the trigger up/down would help.

2777
Drama / Re: Finally, That guy phailbus got IP banned.
« on: July 29, 2009, 02:27:54 PM »
Sorry, there's already another.

2778
Suggestions & Requests / Re: Some TF2 Models
« on: July 29, 2009, 10:11:30 AM »
The "Ready" animations just as a one-frame animation for it being in a neutral position - not firing or doing anything. If there isn't one of these animations then it can occasionally mess up for people and leave the gun stuck in an "open" position when being held.

2779
Suggestions & Requests / Re: Funkey shirt remover.
« on: July 29, 2009, 06:28:27 AM »
Searched "anti funky shirt" in topic titles

1 result: Anti Funky Shirt (by Space Guy)

2780
Suggestions & Requests / Re: Funkey shirt remover.
« on: July 29, 2009, 06:12:35 AM »
Already done. Search.

2781
Modification Help / Re: Chat responce
« on: July 29, 2009, 05:35:24 AM »
%client.bl_id isn't client-sided. Try looking at Trader's client-side chat filter to get BL_IDs if that's what you want.

2782
Modification Help / Re: Item::setNodeColor
« on: July 29, 2009, 05:34:31 AM »
I found a method for recoloring items using a list of existing ones plus a schedule. It doesn't work perfectly but it's good enough.

Muffinmix - if you mean that for the projectiles one, I'm not sure that will work - the projectile doesn't have a specific emitter object to use, only a set ParticleEmitterData...

2783
General Discussion / Re: Guys where are the minigames?
« on: July 29, 2009, 03:47:05 AM »
I was concentrating on the modes using minigames as that's what the post was talking about.

2784
Suggestions & Requests / Re: Some TF2 Models
« on: July 29, 2009, 03:43:04 AM »
The website I'm getting these from has some weird protection on their images for bandwidth. I'll change it to direct links.

2785
Modification Help / Re: Sticky bomb laucher.
« on: July 28, 2009, 12:55:49 PM »
I have a set of basic melee weapons pretty much finished for release. One thing is that they're all very similar apart from sounds and looks and very underpowered compared to existing weapons. (They're a three-hit kill, like the Sword, but swing much slower)

2786
Suggestions & Requests / Some TF2 Models
« on: July 28, 2009, 12:53:14 PM »
For some of the TF2 weapons I've been recently making, I need some new models for them before I can publicly release them as I've been using generic ones like the Gun or models from other mods.

The Ambassador
Picture
A powerful revolver that can fire headshots. It fires very accurately once, and then has to cool down or fire in a spread pattern.
Animations needed: Ready, Firing (trigger down), Reloading

The Force-A-Nature
Picture
A double-barrelled shotgun that fires twice very quickly, and then has a long reload. It fires hit-scan shots that knock the shooter and person you hit back very far, and the reloading is fixed so you can reload it around a corner and use it rather than having to reload it every time you take it out...
Animations needed: Ready, Firing (trigger down), Opening, Opened, Shells In + Debris model for one shell

The Huntsman
Picture
A chargeable bow that fires arrows that do more damage on headshots. It's got a proper variable charging system so charging for half a second makes it go further than clicking once, but not just "Really far" and "No distance at all". I've currently been using the Compound Bow's model for this and it fits quite well, if the maker gives me permission I could use that one instead.
Animations needed: Ready, Charging, Firing, Reload (string back/arrow in?)

The Blutsauger
Picture
A gun that fires lots of low-damage projectiles in an arcing pattern. For every one that hits, the shooter recovers a small amount of health.
Animations needed: Ready, Firing (trigger down) + Syringe/Needle projectile

If anybody can help with these, post here.

2787
Modification Help / Re: Sticky bomb laucher.
« on: July 28, 2009, 12:41:48 PM »
I have lots of half-done weapons which I variously need models for or just to finish in general.

2788
Modification Help / Re: Chat responce
« on: July 28, 2009, 12:41:17 PM »
Add it to the E-Tard filter. No script required.

2789
Modification Help / Re: Torque script: My first scripting language
« on: July 28, 2009, 12:40:53 PM »
Code: [Select]
function projectile::onCollision(%this,%obj,%col,%pos,%norm,%a,%b,%c)

Allot of times I see arguments pop up in functions referenced here which never pop up anywhere in the function itself. Plus I have no idea what half of the arguments mean and where they come from. It's the final basic fator I've been trying to figure out which none of the tutorials seem to care about and it's driving me off the wall.
Much of the time for projectile collision functions, the extra arguments need to be kept so the parent/original projectile collision function works. The names can be anything (%this doesn't necessarily have to refer to the projectile, it could be a datablock, a client, a player depending on where you use it) and the projectile collision arguments are annoying/hard to remember, so people may just substitute any number of miscellaneous arguments like "%a, %b, %c" if they don't specifically have to use them.

2790
Modification Help / Re: Bot Disables All Gun Damage?
« on: July 28, 2009, 12:37:31 PM »
My mistake. It doesn't disable painting bots, it disables painting anything at all.

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