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Messages - Space Guy

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781
Suggestions & Requests / Re: "Flashlight" for using weapons
« on: May 14, 2010, 01:21:31 PM »
It's hard (if possible, I don't know how myself) to make a light datablock only shine in a set direction by script. The only existing method people have used is a repeated raycast to make short-lived light emitting projectiles appear, but that looks bad if you swing the light quickly or in lag.

782
Modification Help / Re: Bots that CAN be hurt
« on: May 14, 2010, 11:18:19 AM »
Support_SpecialKills is a way to add modifiers to the standard death message, originally for the Push Broom Reflector mod to add the 'reflected projectile' icon as well as the standard CI.

Amade used it in his mod to display the set name of the bot instead of blank in the death messages.

You can no longer set player (or bot) client names through any method by script.

783
Modification Help / Re: Two Different Hit Sounds?
« on: May 12, 2010, 04:48:58 PM »
They call the function Image::onHitObject(%this,%obj,%slot,%col,%pos,%normal,%shotVec) which you could use to detect the colliding object's type and destroy it if minigameCanDamage + small brick.

784
Off Topic / Re: Un-Daoism
« on: May 12, 2010, 04:11:35 PM »
Finish your stuff in Single Player then host a server once it's ready or playable. This then gives people something to do other than hang around you/jumping around/getting in the way.

Alternately, set the Chat Line Time to 0ms in Advanced Options and page down, that disables the chat.

785
Modification Help / Re: Two Different Hit Sounds?
« on: May 12, 2010, 04:05:28 PM »
The TF2 melee set uses one of two random hit sounds for walls/bricks and then a different one for hitting a player, however that's set by the raycast weapon script rather than for projectiles.

Look at my Player->playSound event mod for how to play a specific sound in the server from a position.

786
Drama / Re: Rykuta - Check out "my" awesome guns!
« on: May 11, 2010, 02:19:22 PM »
guys i renamed "Weapon_Gun.zip" to "Weapon_awesomecannon2.zip" so i get to totally claim it's mine and i scripted it all

787
Modification Help / Re: Bots that CAN be hurt
« on: May 11, 2010, 11:41:30 AM »
Use the Mission Editor to find a Horse vehicle included in your minigame and find the fields ("Dynamic Fields" with F11/F3 menu) relating to the spawn brick etc. if you want it to be counted like a bot, or give it a client if you want it to be included like a player.

788
Suggestions & Requests / Re: Custom weapon eventing
« on: May 11, 2010, 11:39:37 AM »
If it works well for people here then I might keep working on it. I'm just unsure that there will be many useful things to do with this other than a one-time novelty as it's pretty limited to "kill instantly", "burn effect" or "launch you a mile away velocity" with the default events...

789
Suggestions & Requests / Re: Custom weapon eventing
« on: May 11, 2010, 11:19:39 AM »
Here, for some early testing. See what you can make with it.

1. Plant a brick
2. Set the 'Event Gun' item on it (currently this is the only type available)
3. Set some events on the brick for onItemTrigger to spawn a projectile
4. Pick up the item and fire it

790
Suggestions & Requests / Re: Weapon: Sledge's Shotgun
« on: May 10, 2010, 12:26:17 PM »
i see dat 0.0 accuracy
The gun hits everything except what you intend it to?

791
Off Topic / Re: Zombie Survival list
« on: May 10, 2010, 11:23:21 AM »
Probably if there was a zombie apocalypse tomorrow what I'd end up doing is dying and becoming a zombie.

If everyone manages to be immune to whatever and summon chainsaws, rocket launchers or ten kinds of shotgun out of nowhere there's not much actual danger...

792
Suggestions & Requests / Re: Cave story Nemesis.
« on: May 09, 2010, 04:17:41 PM »
I made the Nemesis gun and a few other weapons from that as tests for some particle effects. Although several people promised to, nobody ever made models to replace the Gun seen in the screenshots so I didn't release the set.

Level 1: 80 damage
Level 2: 40 damage
Level 3: 6 damage, looks awesome

Levels up if you hit the particles that appear from level 1 or 2 shots
Levels down if you're hurt with the gun out

Quote from: Some Topic Too Old To Quote


793
Add-Ons / Re: L4D2 Weaponset (By Yndaaa, and me) - UPDATE 4-28
« on: May 09, 2010, 02:39:58 AM »
   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.

...
[snipped out]
...
Also the entirety of the bit you 'snipped out' is the same as the Pump Shotgun down to the exact state names except for minor changes in the animation names and longer reload times.

794
General Discussion / Re: SOMEONE WHO WORKS WITH RTB PLZ READ!!!
« on: May 09, 2010, 02:37:09 AM »
This:

795
They'll show up as separate weapons in the menu, probably.

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