Poll

If there was add-ons, would you download?

Yes
No
Maybe

Author Topic: Gravity Cat's Add-On Dump - Particle_ItemSparkles released!  (Read 2268201 times)

If a projectile is inside a terrain, it should collide on the surface, raycasts certainly do though projectiles are questionable. In any case, if it does collide then you have a perfect moment to gather the projectile's transform.
Sure thing, 10 minutes after I had this idea I was able to shoot through bricks that were killed on impact, and it works fine. But it's not what I want. I already thought of a way how to do it. When the bullet collides, I gather the bullets vector, and then I check with a for-loop along the vector for the next point that is not inside of a terrain/brick/etc. But I don't know how to do that. And isPointInside(); can be used for terrain. But for the other stuff? :/

Do you mean that the glitch making it reload several times makes it bad? Or that anyone using it can pretty much dominate like they would with the default rocket launcher? Because both of those are fixable. I do think the AT4 should be converted to single use. But (if possible) make it lock on to vehicles, and give it more range than it has (to avoid it blowing up half way to a chopper) so it acts as an anti air only type thing. But I think you should add a rocket launcher that reloads, slowly. And give it less killability to people. Whether it be an RPG-7 or a LAW, or anything else you might dig up. Give it low explosive range, but on direct hit have it do alot of damage so it can take out a tank. That way it can't be used to kill people more than any of the pistols could. Just blow up vehicles that are slow or not moving.
Sure thing both can be fixed :P And I mean the launchers abuse for playing artillery. Both launchers, AT4 and Stinger will be single-use only. The AT4 is a unguided (weaker) launcher with less range, the Stinger a anti-vehicle launcher (stronger) with lock-on only. And I already know how to improve the lock-on system.

Btw, working on a flaregun now :3

This is soooo cool....  :cookie:

:3 i hope this gets done within the next month :)

Aaah, the flaregun is half done, it just needs some tweaking, different color, reload animation and sounds :P

It can be used for reading signs and to signal distress.

And some sniping fun - I achieved some nice (head)shots with the Truvelo. The laserpointer displayed distances between 514 and 530.



how do you make weapon sights? :C

Gotta love those cardboard blockheads.

Gotta love those cardboard blockheads.
where do you get them :c

>=P I'm craving those guns  +P

Stop teasing. :C
>:D

how do you make weapon sights? :C
Two shapebaseimagedatablocks, the first like always, the second datablock has an eyeOffset. And with Armor::onTrigger I switch between both datablocks. You also could take a look at the old school rifle.

Gotta love those cardboard blockheads.
where do you get them :c
http://www.returntoblockland.com/archive/
Somewhere there. But rename the addon to "Event_TargetEvents", "Event_Targets" is on the bad addon list.

Grav Cat:

Can you make some generic stuff, like the Tommy Gun or the M16?

It would be really good if you could just make a few of that type of stuff.

Grav Cat:

Can you make some generic stuff, like the Tommy Gun or the M16?

It would be really good if you could just make a few of that type of stuff.

No more suggestions!
I don't think that I will add new firearms to this pack anymore.

Currently I am thinking of replacing the SA80 with the XCR...

Grav Cat:

Can you make some generic stuff, like the Tommy Gun or the M16?

It would be really good if you could just make a few of that type of stuff.

This stuff is pretty much generic, in real life. Most of these are common weapons to the U.S. Army even.

What is the map in the pic with the snipers

Bricks have been shat.