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Messages - zmaster

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136
Suggestions & Requests / Re: Disarming
« on: June 05, 2012, 11:45:01 AM »
where is it o3o

I have the portion done where the tool disapears from the player's hand.
But I do need to sleep XD

137
Suggestions & Requests / Re: Disarming
« on: June 04, 2012, 03:03:46 PM »
I'll do it.

I will change also the script so you can fine tune the radius easily.
It could also be implemented as a weapon just change the function to [wepimagedata]:onFire()
I'll have it up very soon

138
Suggestions & Requests / Re: No-Emitter "Zone"
« on: June 04, 2012, 03:00:50 PM »
I smell an occlusion request

139
Suggestions & Requests / Re: Tic-toc26's Ideas 6/2/12
« on: June 03, 2012, 02:33:57 PM »
that reminds me of halo for some reason

140
Add-Ons / Re: 35 Degree Ramps(not so 35 degree, made an oversight)
« on: June 02, 2012, 06:39:32 PM »
-fixed-

141
Suggestions & Requests / Re: Tic-toc26's Ideas 5/29/12
« on: June 02, 2012, 10:31:39 AM »
this won't work, the video is done by timing/other triggers
brick physics is done client sided

acutally i think they just modified the mininuke to have a larger brick kill radius.

edit: oops double post

142
Suggestions & Requests / Re: Tic-toc26's Ideas 6/2/12
« on: June 02, 2012, 10:21:36 AM »
I do have a gravity tank, I'll release it later today.

I can make the barricade.

1. thrown no delay time <-- I'm thinking it "blows up" like a self inflating ballon also with low health
2.click and hold to set up <-- this would be the most realistic and with more health but harder to drag around
3. no collision (I'M GOING OUT OF THE MAP!!!) <- what's the point?
for all of the above barricades: click after setting it up to be able to "drag" it around

143
Suggestions & Requests / Re: Disarming
« on: June 02, 2012, 10:05:56 AM »
So would a radius effect work for this?
Projectiles are a pain if they need to be aimed at multiple targets.

This minus the arms falling off?

144
I have seen this happen in Blockland as a glitch, so it is possible.
Doing it on purpose may be another matter.
It should be relativly easy to do once shaders come out.
It could also be done in the source code.
I do know for a fact with current script methods/vars/etc it cannot be done.

just getting ideas ready for V21  :nes:

145
General Discussion / Re: NOT VERY IMPORTANT NEWS!!!
« on: June 02, 2012, 09:56:56 AM »
troll thread?


146
General Discussion / Re: Blockland Comix
« on: June 02, 2012, 09:53:28 AM »
Well, look at my age, do you really think this is possible?
YES of course it is


Age:

-1043



Location:

Intersteller space (3054 ANH). in this time period I think USSA? 5 BNH (before nuclear holocaust)

147
Off Topic / Re: Cleverbot is getting too clever
« on: June 01, 2012, 04:20:08 PM »
command console
del *.*
should fix all your bot taking over the world problems.
Too bad it deletes the whole disk

Warning - while you were typing a new reply has been posted. You may wish to review your post.
Warning - while you were typing a new reply has been posted. You may wish to review your post.

148
Off Topic / Re: Just got Adobe stuff!
« on: June 01, 2012, 04:18:45 PM »
Aawww, I'm stuck to using GIMP.
too poor for photoshop.

I have used photoshop and GIMP.
I'd take GIMP over photoshop anyday.

If you ask me the only thing photoshop has going for it is the reputation

149
Modification Help / Re: Torque exporter screws up animations.
« on: June 01, 2012, 04:15:33 PM »
just taking a guess, but did you apply tranformation/rotation/scale before animating and parenting?

150
Help / Re: Weird Red Lines
« on: June 01, 2012, 04:12:38 PM »
its green for me not red
It's red in the pics

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