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Messages - Trinity Armory

Pages: 1 ... 91 92 93 94 95 [96] 97 98 99 100 101 ... 114
1426
Modification Help / Re: Bug zombies mod
« on: June 09, 2009, 10:41:11 PM »
I meant I would finish it up enough for you to test it.

Edit: I tested your sounds Jimmg, the mite ones are good, but the spider ones are bad. :S
Maybe I could port some War3 sounds from the buggy critters there and see if those will help?

1427
Modification Help / Re: Terran Wraith
« on: June 09, 2009, 07:04:08 PM »
you're spelling terrain wrong.
It's Terran, not terrain.
moron

1428
Add-Ons / Re: COD4 Martyrdom
« on: June 09, 2009, 01:14:01 AM »
Does the gernade need to be activated? I use HE and Gernade launcher instead

1429
Modification Help / Re: Terran Wraith
« on: June 08, 2009, 08:31:20 PM »
Looks cool, Starcraft seems like a cool game I might consider getting it, I'm a fan of Blizzard. I'm guessing you would recommend it?

Edit: Does it have a monthly fee?

And YOU must play WoW a lot

StarCraft is a RTS, and except for the disc, no fee.

1430
Add-Ons / Re: Vehicle Stereo (Server-Sided GUI)
« on: June 08, 2009, 02:23:49 PM »
I am now going to create the Rick Roller Mobile.
Cry.
DAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!!!!

On topic: Exelent Mod

1431
Modification Help / Re: Bug zombies mod
« on: June 07, 2009, 11:44:41 PM »
do you mean host the mod as is(that would be partially useless because the bugs are invicible)
but when it comes out.....(totally!)
I meant test in general

1432
Modification Help / Re: Terran Tank
« on: June 07, 2009, 11:43:53 PM »
:D
I allready said I knew my starcraft :P

1433
Modification Help / Re: Terran Tank
« on: June 07, 2009, 09:16:36 PM »
You don't know basic Siege Tank operation?

A Siege Tank has two modes- mobile, with twin heavy cannons, and a Siege Mode (thus the name) where it llost it's mobility, but gained a 120mm Shock Cannon, the strongest non-special attack in the game

1434
Modification Help / Re: Bug zombies mod
« on: June 07, 2009, 09:14:15 PM »
I'll check it out, Thanks :D  You sure you don't want to be a beta tester?
I would ask... if I could host >,>;

1435
Modification Help / Re: Bug zombies mod
« on: June 07, 2009, 01:48:24 PM »
Spider nest:


I shat bricks.

Btw, if my eyes are not deciving me, does that mean the bugbots will have random scaling, or will there be multiple sizes?

1436
Add-Ons / Re: Team Deathmatch
« on: June 06, 2009, 03:41:03 AM »
Nah. See you next year.
*marks on calender*

1437
Add-Ons / Re: Ladios's Laser Weapon Set (4/10 guns completed)
« on: June 06, 2009, 03:39:36 AM »
This is a lot better then the old lazer set in V8 ^^ Epic win!

1438
General Discussion / Re: ► V12 Bugs
« on: June 05, 2009, 09:42:22 PM »
Some weapons, when spawned, seemed different and lighter colored. (TF2 Minigun, Rifle, P90, Crowbar, etc.)

1439
Modification Help / Re: Bug zombies mod
« on: June 04, 2009, 04:52:27 PM »

I just need to fine-tune the animation and script and then it should be finished :D
Yay! And after the first one is done, the others will soon follow!

1440
Gallery / Re: Indiana Jones and the Raiders of the Lost Ark!
« on: June 03, 2009, 09:43:30 PM »
But it would just...sit there on the spawn. It might involve physics.
One way to fix that:

OnVehiclespawn-self-Disappear. Note how the one entry was ramped?

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