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Add-Ons / Re: Client_NewtonCamera — Port's Newtonian Camera Movement
« on: June 29, 2014, 03:08:23 PM »
thank god, i was afraid i actually had to learn how to fly the carpet
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So the server is password protected, is this for testing or is a whitelist being utilized? just curious.
Around what time tomorrow? In the evening again?
aww stuff, just started up bl to connect and you're tellin me it went down?
ugbuhfugbhdufghd.
Are we going to have to restart the waves? D:
Woah woah, what just happened to the server??
Should be re-opening soon, according to Bokeh!Sorry for the delay.. We are now up!
EDIT: Or not :(
Really enjoyed playing last night. Can't wait for it to open again.
I'll think about donating when I get payed :P
1)its loving awful
it should be remplaced for a way better weapon, it was basically worse than using drunken rockets or any other type of rocket weapon
2)also, you should really make it so special rounds give more points for surviving them
i just survived a loving 200 rocket zombie round and only got 15 points for being alive
should be way more
definitely better than buttman's server
is rly good u guys should play
this server has made my day. WAY better than buttman's!
My friend an I enjoyed this server a lot, I will consider donating around $5.00 whenever you get a server provider.
this was fun
Sorry for being unhelpful, but how did you make that? It looks neat :o
As far as I know (and I may be wrong), you'll just have to spam a circular (or other shape) emitter constantly, because I don't think Torque supports Gmod-style trails.
Here's the issue with that and Torque emitters. In Torque, emitters emit small image files. If it simply did that, you'd be set. However, like in many game engines, because the particles are 2D, they always face the player. Which leaves you with a few options.
A) Combine several different emitters for one projectile, each with its own different arcing texture, but less like a long strike and more like a blob.
B) Texture a projectile with that, maybe adding some emitters for extra motion.
C) Figure out how to tile an image/textured model along a raycast, if possible.