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Messages - Vaux

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166
Modification Help / Re: Container Searches
« on: September 10, 2013, 04:49:45 PM »
Exactly what I needed to know, thanks.  Just wanted to find out if there was a simpler way before I started working out a equation lol.

167
Modification Help / Container Searches
« on: September 10, 2013, 03:38:39 PM »
Does a container search only detect an object if it is fully inside the container or just a part of it?

168
Off Topic / Re: Making huge ass cookies. Who wants some?
« on: September 07, 2013, 11:15:03 PM »
I'd like to reserve 69 cookies, ty

169
Modification Help / Re: CityMod
« on: September 07, 2013, 09:45:00 AM »
Now, question.
Why the forget didn't Iban host his CityRPG v3 publically or release it or hand it over to someone who could host it?
I mean, seriously. I never got the chance to play it and now that he's pretty much dead nobody can play it because he kept it private.
I never played CityRPGv3 but from what I've seen and heard, It was pretty awesome.  IIRC he quit development right after he got banned and because he had to start focusing more on life/a paying job.  But I don't blame him for not giving someone a copy of CityRPGv3 to finish, it's his work and he wanted to shape it exactly how he envisioned -- It still would've been cool if he gave someone a copy though.  With CityMod I'll pick up where IBan left off, so to speak.

Speaking of CityMod which is what this whole topic is about btw... I've reached a point where I need a dedicated modeler to join the team so that I can move forward, otherwise y'all will have to deal with the hammer as the model for everything.

1/1 Modeler Slots Filled Thanks Crystalwarrior (Jack Noir)

170
Modification Help / Re: CityMod
« on: September 06, 2013, 09:30:19 AM »
Pfffff.

You're joking, right?
I hope you are.
I dont get what you mean by this...

171
Modification Help / Re: Custom Chat
« on: September 05, 2013, 11:21:29 PM »
Oh, well.. Hm, didn't notice that.  If you want I'll PM you my copy in the morning.

172
Modification Help / Re: Custom Chat
« on: September 05, 2013, 10:02:48 PM »

173
Forum Games / Re: What is the person above you avatar saying?
« on: September 05, 2013, 12:15:08 PM »
I don't even know.
Is my avatar this:


Or the 'V'?
The forum is weird about how it updates other peoples' avatars.

"Look at all those innocent pedestrians..."

174
Forum Games / Re: What is the person above you avatar saying?
« on: September 05, 2013, 12:07:54 PM »
"Yum! Grass!"

175
Modification Help / Re: CityMod
« on: September 04, 2013, 11:35:57 PM »
Then maybe the body's have to be found before 120-140 minutes or they decompose too much and despawn?
Wow, I must be really tired or just not thinking... I meant to say 120-240 seconds.  But scratch that, I'll have them stay for 5-10 minutes.

176
Modification Help / Re: CityMod
« on: September 04, 2013, 10:05:36 PM »
-snip-
Thanks -- City3, and many topics like it were the inspiration that made me want to make CityMod.. :)

Also, I'll add the trashcan as one of the ways to hide evidence.

Also, in order for somebody to be punished for murder, somebody needs to see it and report at the police station.
I'm not completely sure on how I'll have reporting crimes work, but I'm currently planning for it to be based on how close you are to the crime.  The closer you are, the more evidence you have to identify the killer.  Then a detective can claim the case and start a manhunt/investigation.  Manhunt if the killer has been identified.

If someone wants to expand on this idea, be my guest.

Bodies, if left outside or in a warm area for too long should decompose and after a very long amount of time you won't be able to tell who the person is and will have to take a DNA sample of the body.
This will probably be an iffy.  The bodies are currently set to stay on the ground for 120-240 seconds 5-10 minutes.  I can change this, and probably will, but if too many bodies are on the ground at one time the server will start to lag.  Mind that,  I'll try to add this.

177
Modification Help / Re: Can I force clients to have shaders on?
« on: September 01, 2013, 02:39:59 PM »
EDIT: Is there a way to see if a client has shaders at a certain setting? Like at all?
You could make a client mod and manipulate $Shader::Enabled to see if the client has shaders enabled.
Although it can be easily bypassed by the player using basic coding knowledge and that the Add-On can be disabled, it's the best option I see.  As you said, kick all players who don't have the Add-On enabled.

178
Modification Help / Re: CityMod
« on: August 30, 2013, 03:38:32 PM »
Glad to see this mod hasn't died, you scared us me.
                                                                                            ^
                                                                                   (DON'T SPEAK FOR TEH COMMUNITY PLOX!1!!1)

Don't worry, i'll be posting an update every Wednesday. (most of the time)

179
Modification Help / Re: CityMod
« on: August 28, 2013, 11:14:28 PM »
Bad topic, what are you doing, dying?  Well stop it.

Update [v2.1] - 8/28/13

Progress report on what's new with CityMod development:

+ Lumberjack added and mining system tweaked.
+ Zone triggers and basic Lots added. (Thanks Ipquarx for helping with this)
+ Many improvements/fixes to current stuff


Nothing really spectacular was coded this week because of things going on irl. pls don't hurt me

180
Modification Help / Re: CityMod - [Modelers Wanted!]
« on: August 26, 2013, 02:37:25 PM »
I modeled a pickaxe, PM me if you want the DTS.

-lovey pickaxe-

It's a fully working item, the pick is coloured via the images colorShift.
Awesome, thanks. =)

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