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Messages - Stratofortress

Pages: 1 ... 30 31 32 33 34 [35] 36 37 38 39 40 ... 124
511
Suggestions & Requests / Re: make a new vehicle / weapon
« on: May 06, 2009, 10:29:31 PM »
my b17 does that ;D

512
Stop maing guns, everyone makes vehicle, stop making vehicles, everyone makes guns. See the pattern? Removing guns removes the balance. With no more guns being made, there will be moreand more crappy vehicles.
Accully, vehicles depend more on it's looks not the script they use.

513
Sorry, but we don't need any more guns. As much as you might want these, we have way too many already. Maybe a new type of futuristic gun (although we already have about 5) or an interesting gun-type weapon such as the Flak Launcher, but not a bunch of clone guns that do not add anything new to gameplay. See Space Guy's Weapons topic in Drama.

Space Guy's post is not The Holy Bible.

The most popular kinds of weapons seem to come in several generic kinds, all of which I seriously hate.
More like an opinion.





514

You had to type that out on one of the questions of The Impossible Quiz.

515
Games / Re: Custom Left4Dead Sprays - I Will Make Them For You
« on: May 03, 2009, 11:17:55 PM »
can you do animated sprays?

516
Modification Help / Kill message wont show up?
« on: May 03, 2009, 12:50:57 PM »
For some reason, the kill message wont come up when a player is killed by the continuous damage script.

Code: [Select]
function MolotovroostertailProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
   %player = %obj;
   %client = %obj.client;
 if(isObject(%player.client.minigame))
{

   continuousDamage(%obj,%pos,%this.damageRadius,%this.radiusDamage,"molotovfire",0,10000);
}
return;

}

function continuousDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse,%duration)
{


radiusDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse);
if (%duration<0) return;
schedule(200,0,"continuousDamage",%sourceObject, %position, %radius, %damage, "molotovfire", %impulse,%duration-500);

}

I have the
   radiusDamageType  = $DamageType::Molotovfire;
in the projectile data already.

517
Suggestions & Requests / Re: L4D Weapons
« on: May 03, 2009, 01:32:02 AM »
Been working on it for a while, wont release because of kill icon troubles.



Well for my L4D server... i already have all the weapons...

The M4A1 for the Rifle
Any wooden sniper for Hunting Rifle
I found the L4D pistol, in this forums, you should check it
On RTB i downloaded an Auto-Shotgun
Im using a Normal shotgun for the Shotgun
Using an Ingram-Mac 10 for Uzi
And for the grenades... a Flame Grenade for Molotov
And normal grenade for Bomb

See? Easy peasy!
You make it sound like we are living like hobos

518
Games / Re: Left 4 Dead
« on: May 02, 2009, 07:05:54 PM »
WTF all my achievements got erased!

519
Modification Help / Re: Checking if player is in minigame?
« on: May 01, 2009, 06:40:10 PM »
Hmm... using that doesn't let the continuous damage work...

Code: [Select]
function fireProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{

  echo("test");
   continuousDamage(%obj,%pos,%this.damageRadius,%this.radiusDamage,"Fire",0,10000);
}

function continuousDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse,%duration)
{

radiusDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse);
if (%duration<0) return;
schedule(500,0,"continuousDamage",%sourceObject, %position, %radius, %damage, %damageType, %impulse,%duration-500);

}

520
Modification Help / Re: WWII
« on: May 01, 2009, 05:35:32 PM »
Where did you take a picture of it?

521
Modification Help / Checking if player is in minigame?
« on: May 01, 2009, 05:07:36 PM »
How would I make this script check if the player is in minigame for it to be damaged?

Code: [Select]
function fireProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
  echo("test");
   continuousDamage(%obj,%pos,%this.damageRadius,%this.radiusDamage,"Fire",0,10000);
}

522
Games / Re: what can Gmod do?is it worth buying?
« on: April 30, 2009, 09:14:03 AM »
Its Orange Box+CS:S+TF2+DOD:S+Blocklandish

523
Modification Help / V11 particle problems...
« on: April 26, 2009, 11:22:07 PM »
Sence v8, I have been using a particle for my weapon. But when I ported the weapon to v11, the particles dont work. I think it has something to do with alpha color but donno.
Code: [Select]
datablock ParticleData(garandSparks)
{
   dragCoefficient      = 1;
   gravityCoefficient   = 0.0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 300;
   lifetimeVarianceMS   = 0;
   textureName          = "./spark00";
   colors[0]     = "0.56 0.36 0.26 1.0";
   colors[1]     = "0.56 0.36 0.26 1.0";
   colors[2]     = "1.0 0.36 0.26 0.0";
   sizes[0]      = 0.6;
   sizes[1]      = 0.2;
   sizes[2]      = 0.05;
   times[0]      = 0.0;
   times[1]      = 0.2;
   times[2]      = 1.0;

};

datablock ParticleEmitterData(garandSparkEmitter)
{
   ejectionPeriodMS = 4;
   periodVarianceMS = 0;
   ejectionVelocity = 4;
   velocityVariance = 2.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 50;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvances = false;
   orientParticles  = true;
   lifetimeMS       = 100;
   particles = "garandSparks";
};
Heres the particle

524
Drama / Re: Khorde's Avatar...
« on: April 26, 2009, 10:20:58 PM »
hahaha he said snake

525
Drama / Re: Khorde's Avatar...
« on: April 26, 2009, 10:01:25 PM »
Pretty much.

And Strato, you're pretty much saying kris wilson is some guy who draws research for a living then. Seems you have an eye when it comes to looking for richards.



naa just bored

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