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Messages - Space Guy

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796
Games / Re: Phyzios - Oe-cake but better! [FREE BETA]
« on: May 08, 2010, 02:57:39 PM »
Last you need an account so just sign up and boom! you have it.
The website is impossible to navigate, I can find loads of notices about how you need to sign in and all the amazing benefits of giving your personal details away to advertising companies but I can't actually find a method to do so...

797
Those are the skins for basic pistols, rifles, SMGs and shotguns.
here's the list of everything seen in that picture

classic pistol
covert pistol
modern pistol
silenced pistol (that is, a covert pistol with a silencer taped to the front)

classic rifle
replica rifle (EVEN OLDER, more cowboys/wwii themed)

classic SMG
naval SMG

classic shotgun

beagle / semiauto magnum

798
Suggestions & Requests / Re: Custom weapon eventing
« on: May 08, 2010, 10:50:14 AM »
Currently I have it like this:

Inputs
onItemUse
onItemUnUse
onItemTrigger
onItemProjectileHit
(my existing onItemPickup event is compatible)

Outputs
Weapon -> spawnProjectile
Weapon -> spawnExplosion
Weapon -> setTimeout (Delays firing for a set time)
Weapon -> playSound (Plays a sound like most normal guns do)

If you pick up the specially created item "Event Gun", these events all work with it, triggering on the brick you got it from.

onItemTrigger -> Weapon -> playSound [spearFire.wav]
onItemTrigger -> Weapon -> spawnProjectile [90, Spear, "0 0 0" no spread, 0.5]
onItemTrigger -> Weapon -> setTimeout [500]

(Clicking fires a half-scale spear very fast)

onItemProjectileHit -> Target -> setPlayerScale [0.3]
(Shrinks target on hit)

I'm not sure whether the projectile should deal damage. Perhaps it does unless there are any on-hit events/effects?

spawnExplosion works for making some of the "emitter" effects, but they don't stick to the end of the gun so if you walk and fire at the same time the particles stay in mid-air behind you...

799
T1 Pistol
T1 Pump Shotgun
T1 Scattergun
T1 Submachine
T1 Sil. Submachine

T2 Magnum
T2 C. Shotgun
T2 Assault Rifle
T2 Battle Rifle

800
Modification Help / Re: Laser Sights
« on: May 08, 2010, 09:23:15 AM »
That and set a (short) timeout value.

801
Suggestions & Requests / Re: Custom weapon eventing
« on: May 08, 2010, 08:43:19 AM »
I'm pretty sure special effects for "on hit" are possible.

I might have a go at doing some of this as a basic test.

802
Modification Help / Re: Laser Sights
« on: May 08, 2010, 08:28:44 AM »
The "Ready" state only happens once so you get a laser appearing for one tenth of a second and then it goes away.

803
Suggestions & Requests / Re: Custom weapon eventing
« on: May 08, 2010, 08:27:18 AM »
As far as I know emitters can only be done by pre-set ones in the datablocks. What would work are a few limited presets like "Gun Flash" or "Rocket L. Spark" but not every single type in the game.

What would work is a couple items like "Event Gun" "Event Sword" "Event Rocket" to determine firing type, timing and the presets and then you can trigger things events on the brick that spawned it whenever the weapon is fired/hits/whatever.

804
General Discussion / Re: Organize you add-ons
« on: May 08, 2010, 07:56:06 AM »
You can fix the CI things, by changing it in the script.
Then only you will see the CIs. They don't download by default unless you add some hacky extra datablock to force it to.

805
Suggestions & Requests / Re: Custom weapon eventing
« on: May 08, 2010, 07:43:51 AM »
It would work on a special item linked to the brick when you pick it up.

806
Suggestions & Requests / Re: Custom weapon eventing
« on: May 08, 2010, 07:35:35 AM »
Adjusting the fire rate or method (e.g. click lots like gun, hold down like bow) would be annoying, hard or impossible depending on the flexibility of weapon images.

Weapon->setModel is impossible without using loads of new datablocks for every kind of weapon you want. They'd also all be the same colour since you can't adjust the colorshift of one person's weapon versus another.

Weapon->spawnEmitter is likely to be impossible unless you preset two or three emitters in the code and then only those ones can be used.

Some kind of "playAnimation" would be possible but not at the same time as the emitters one.

Adjusting the projectiles is possible.

I'm not sure how you'd attempt "Weapon->spawnProjectile" but it might work with some hacky script object type things.

I had an idea a while back for something similar to this (never posted it though) some kind of events item used like the Pill rather than a weapon, so you could have "onPillUsed -> Player -> setPlayerScale" or whatever.

807
fxDTSBrick::onPlayerTouch is only called for bricks which have got events applied to them - for performance enhancement.
I just spent ages looking for that quote to put here then it turns out you already had.

808
melee weapons
The melee weapons are already near identical to each other...!

809
Add-Ons / Re: L4D2 Weaponset (By Yndaaa, and me) - UPDATE 4-28
« on: May 06, 2010, 04:07:24 PM »
You're an idiot.
He's right. Basically admitted in the first post that all the weapons were renamed versions of Bushido's ones.

810
Modification Help / Re: my player type wont change back to normal
« on: May 06, 2010, 12:51:02 PM »
If the client's player is dead then that will cause console errors. Also what Jetz quoted pretty much makes this useless.

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