View unanswered posts | View active topics It is currently Sat Dec 28, 2024 4:55 am



Reply to topic  [ 264 posts ]  Go to page Previous  1 ... 9, 10, 11, 12, 13, 14, 15 ... 18  Next
 TAC Nuke Corp. - Updated 06/15/09 (B23) 
Author Message
User avatar

Joined: Wed Jan 14, 2009 7:12 pm
Posts: 1525
Location: In between your sister's legs, showing her how to use a... PS3 controller!
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
Make a detonator controlled nuke crate like that C4 Data made for the vanilla stuff.


Thu May 14, 2009 4:48 pm
Profile
User avatar

Joined: Wed Mar 28, 2007 9:02 pm
Posts: 1639
Location: Somewhere. Nowhere.
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
The Decaying Soldat wrote:
College is more important.

Uh.. Yeah totally.

Lua that sonofagun!


Thu May 14, 2009 6:08 pm
Profile
User avatar

Joined: Sun Dec 21, 2008 8:16 am
Posts: 293
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
I was quite happy when i saw that my mod worked perfectly on the new Build, no need to fix some thingys. Sadly, I think I will keep the last bit ofbrain that didn't burn for the rest of may to complete my exams so, the mod won't really move unless I decide one night that its modding time (happens sometimes... no idea why)

Next time I mod it i will probably release the next version, I tried to optimize the nuke and I'm sending it now flammable right as I speak so, you'll get some news soon.


Fri May 15, 2009 1:37 am
Profile
DRL Developer
DRL Developer
User avatar

Joined: Wed Dec 13, 2006 5:27 am
Posts: 3138
Location: A little south and a lot west of Moscow
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
Flammablezombie wrote:
Make a detonator controlled nuke crate like that C4 Data made for the vanilla stuff.

That was me, actually. But yeah, it shouldn't be too hard to do, the code is all documented and everything. In fact, FZ, you could do it yourself. Just change the C4's explosion :P


Fri May 15, 2009 1:54 am
Profile WWW
User avatar

Joined: Sun Dec 21, 2008 8:16 am
Posts: 293
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
I'm doing the crab right now so when it's done and when FZ is done with the boxed nuke I'll be releasing another update.


Sun May 17, 2009 10:28 pm
Profile
DRL Developer
DRL Developer

Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
TheLastBanana wrote:
Flammablezombie wrote:
Make a detonator controlled nuke crate like that C4 Data made for the vanilla stuff.

That was me, actually. But yeah, it shouldn't be too hard to do, the code is all documented and everything. In fact, FZ, you could do it yourself. Just change the C4's explosion :P

couldn't he just make it gib a nuke too?


Mon May 18, 2009 8:36 am
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
No please. I'd actually like some new explosions.. Or maybe I'll make a better nuke with some Lua-y random mushroomcloud goodness.


Mon May 18, 2009 8:43 am
Profile WWW
User avatar

Joined: Sun Dec 21, 2008 8:16 am
Posts: 293
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
I'm up and running again, lifted from college's cruel embrace to once again feel the liberty! And start learning lua and all that stuff.

I almost finished the crab too, I only need a few things and maybe a better sprite because this one is basically a recolor of the dreadnought legs.

Bad thing though, my friend had the brilliant idea of giving me the Sims 3, 2 weeks before its out and I'm so addicted to it that... well... I spend too much of my time playing this stupid game (god I hate Will Wright).

So yeah maybe in a week I'll let the addiction go and really start messing around in my mod but I promise that I will upload a new version this week, if FZ finishes that remote C4ed nuke.


Sun May 24, 2009 10:15 pm
Profile
User avatar

Joined: Wed Jan 14, 2009 7:12 pm
Posts: 1525
Location: In between your sister's legs, showing her how to use a... PS3 controller!
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
Having trouble with that actually. I'm gonna get it fixed ASAP. In the meantime, I'm also working on a laser pointer for the GRBM. So the update might take a while, but it'll be work it.


Sun May 24, 2009 11:09 pm
Profile
User avatar

Joined: Sun Dec 21, 2008 8:16 am
Posts: 293
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
I have some trouble with my code. I'm making an emitter (TOP SECRET! :sad: ) and for some reason, it emits the thing that I want something like 1 sec after it gibbed even though I clearly coded startTimeMS = 0 in my code.

Code:
// The * are not in the original code

AddEffect = AEmitter
   PresetName = *****
   PinStrength = 99999
   Mass = 0.4
   LifeTime = 10000
   GlobalAccScalar = -1
   RestThreshold = -500
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = *****
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Concrete
      Resolution = 2
      Depth = 5
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Concrete
      Resolution = 3
      Depth = 5
   DeepCheck = 0
   JointStrength = 10000
   JointStiffness = 1
   DrawAfterParent = 1
   AddEmission = Emission
      EmittedParticle = AEmitter
         CopyOf = *****
      ParticlesPerMinute = 200
      StartTimeMS = 0
      Spread = 0.0001
      MaxVelocity = 10
      MinVelocity = 15
      PushesEmitter = 0
   EmissionAngle = Matrix
      AngleDegrees = 270
   EmissionEnabled = 1
   EmissionsIgnoreThis = 1
   BurstSize = 1
   BurstScale = 1
   BurstDamage = 0
   BurstTriggered = 0
   EmissionDamage = 0
   Flash = None
   FlashOnlyOnBurst = 0


Any idea why?


Sun May 24, 2009 11:30 pm
Profile
User avatar

Joined: Thu Mar 06, 2008 10:54 pm
Posts: 1360
Location: USA
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
First of all, id get rid of starttimems all together, seeing as it is used for when you want delays, but otherwise, i couldnt tell you


Mon May 25, 2009 12:27 am
Profile
User avatar

Joined: Sun Dec 21, 2008 8:16 am
Posts: 293
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
I removed all starttimes but it still have that damn delay... Anyone else...?


Mon May 25, 2009 11:57 pm
Profile
User avatar

Joined: Sun Dec 21, 2008 8:16 am
Posts: 293
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
I decided to give you a little heads up on whats coming up next update.

It will look a little like this.
Image

Also like that.
Image

Like this.
Image
Image

And it MAY look like this if i fix that delay bug. (Add a mushroom cap too, it's not finished yet.)
Image

Btw sorry for the double post my mod got kinda overwhelmed.

And YES it IS a dynamic nuke with an evolving mushroom without "much" lag.

Edit : Whats the size limit for uploads here?


Wed May 27, 2009 2:52 am
Profile

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
I think it was 10mb.


Wed May 27, 2009 1:44 pm
Profile
User avatar

Joined: Fri Feb 16, 2007 8:43 pm
Posts: 1695
Location: AH SHIT FUCK AUGH
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
deathbringer wrote:
I have some trouble with my code. I'm making an emitter (TOP SECRET! :sad: ) and for some reason, it emits the thing that I want something like 1 sec after it gibbed even though I clearly coded startTimeMS = 0 in my code.

<huegcode>

Any idea why?

BurstTriggered = 1. Try it, i'm like 99% sure it works. ;)


Wed May 27, 2009 1:53 pm
Profile WWW
Display posts from previous:  Sort by  
Reply to topic   [ 264 posts ]  Go to page Previous  1 ... 9, 10, 11, 12, 13, 14, 15 ... 18  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.032s | 13 Queries | GZIP : Off ]