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Messages - zombekillz

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31
extremely heavy snow and moderate snow
moderate snow is more than the default snow

ok, ill probably make it a replacer for the heavy and light rain scripts, because snow and rain probably wont happen in the same season anyway.

Does anyone know how to exec skybox files from inside a script_ addon? i cant get my custom ones to show up when they are in the Script_Weather.zip folder

32
/title
it seems that V21 lacks this, and even in the past weather mods were just okay at best.

I am going to try and leave the transitions as smooth as possible and add a variety weather, such as rain fog and perhaps a setting to enable snow.  the mod will also include a day and night cycle, because its hard to have weather without the concept of time :P, there will be no forecasting of weather in this mod, although i will include a variety of time/ weather triggered events that will allow you to do such a thing on your own.

thoughts/ suggestions would be appreciated.

CURRENT PROGRESS:
Almost done! just need to make some events and polish some turds.
scripts:
time/ day-cycle synchronization- 100%
time scripts- 100%
events- 50%
weather transitions- 75%
immersion with blockland/ other mods- 0% (currently only useable through a console command)
Environment files:
skyboxes- 100%
Daycycles- 80%

33
Add-Ons / Re: Advanced Weapon pack [5/16/15]
« on: June 07, 2015, 11:58:48 PM »
Definitely not a virus, a zip folder with no executables, bat files, or anything like that in it shouldn't be detected as a virus.

34
Add-Ons / Re: Advanced Weapon pack [5/16/15]
« on: June 07, 2015, 01:27:50 AM »
I've been using I to build and stuff for the last few weeks, it works really great, especially if you make a minigame that just sets you to that playertype.

35
Add-Ons / Re: Advanced Weapon pack [5/16/15]
« on: June 06, 2015, 06:58:04 PM »
Please make the ADS toggle again...

If its because of ads loving up your jetting, I've got a solution in the next update, it involves a playertype that stays on the ground while scoping and flys when not using a weapon with ads.

36
other than some export/ import errors, needing to resize the model and needing to flip some normals, everything went well.  thanks for all your help.
locking.

37
Modification Help / Re: can someone convert a .dts to an obj for me?
« on: June 02, 2015, 10:22:13 PM »
thank you, ill report back if i need any help.

38
thatd be pretty easy to make, but the polycount would suck.

39
Modification Help / Re: can someone convert a .dts to an obj for me?
« on: June 01, 2015, 06:28:19 PM »
where can i find that? is it free?

40
Modification Help / can someone convert a .dts to an obj for me?
« on: June 01, 2015, 01:19:58 AM »
I lost some files recently and I need someone to take the smg model(with the stock on it) from my advanced weapon pack and convert it to an .obj, I know ill loose all my animations, but that's fine with me.

I'd do it myself if I had the programs required to do so.

41
Modification Help / Re: How do i Sight in weapons quickly
« on: May 31, 2015, 08:15:35 PM »
i was hoping this wasnt the case, but as long as i dont have to constantly exit out, then im fine


don't worry, you'll get good at it, for how long i've been using that method it takes me about 5 minutes to sight in a weapon.

42
Modification Help / Re: How do i Sight in weapons quickly
« on: May 31, 2015, 05:33:53 PM »
you need to change the ### to your weapon's eye offset too.
then u can play around with that to find an offset that lines up.

43
Modification Help / Re: How do i Sight in weapons quickly
« on: May 31, 2015, 12:14:04 PM »
Enter this
Code: [Select]
[imagename].eyeoffset="###";Into the console

Replace [imagename] with whatever the image's name of the sighted potion of the script.

44
Modification Help / Re: Raycasting on Brick with DTS Collision?
« on: May 31, 2015, 01:32:00 AM »
Make the collision box convex, a concave collision box will mess things up, also if you really need a concave collision box make it out of two separate convex ones or more, name them collision0 through collision9

More than likely the collision box itself is the issue.

45
You can't call them through playthread. It must be done in the states of the weapon. I don't know if you can use DSQ's tho.

The player mode has its animations in dsq, then uses tsshape constructor to make them into animations callable through script, so if they are done the same way with weapons I don't see why you wouldn't be able to do such a thing.

I referenced the corrupted playertype to figure that out.

EDIT:
ok, so i have my weapon with its animations exported in .dsq, now i'm having the problem of how do i trigger them to play using playthread, i have tried %obj.getmountedimage(0).playthread(0, reload); but obviously that's looking for the weapon image not the shape itself, how can i call the shape to play a thread?
[/s]

found out how do do what i wanted, but playthread just dosen't work that way...
NOT POSSIBLE LOCKING

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