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Skull. http://45.55.195.193/viewtopic.php?f=83&t=13217 |
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Author: | MaGmA [ Sun Dec 28, 2008 6:07 am ] |
Post subject: | Skull. |
Oh, is that, yes, it is! Ew, a skull! No really. With the minor mod Compendium closed, I'll just put it here. If you find any bug/glitch, or have a suggestion of any kind. Feel free to flame if you think that no mod should be posted with only one component. Doesn't bug me. Where else could I have posted it? And if and/or when you ask if this is my first mod, the answer is no. I've got like 6 other mods that aren't finished yet. A series of tests, if you will. This one, in particular has helped me understand gibs. |
Author: | Geti [ Sun Dec 28, 2008 6:20 am ] |
Post subject: | Re: Skull. |
looks like a decent application of gibs, better if you could have it on the ground without a name as a scene object. |
Author: | MaGmA [ Sun Dec 28, 2008 6:27 am ] |
Post subject: | Re: Skull. |
I haven't tweaked with Bunker Modules or Scene Objects yet. I'll be sure to try it soon. But, my current project is finishing the offsets on the G36 I've been working on. |
Author: | Geti [ Sun Dec 28, 2008 6:32 am ] |
Post subject: | Re: Skull. |
its fine, its just that the name "skull" appears above it. you dont need a bunker module for it. |
Author: | MaGmA [ Sun Dec 28, 2008 6:53 am ] |
Post subject: | Re: Skull. |
Oh, yeah. With build 22's new bomb features, that can't be fixed :/ (To my limited knowledge). |
Author: | war_man333 [ Sun Dec 28, 2008 1:55 pm ] |
Post subject: | Re: Skull. |
This is a pretty small mod, smack it into the minor mod compendium next time |
Author: | The Decaying Soldat [ Sun Dec 28, 2008 2:45 pm ] |
Post subject: | Re: Skull. |
war_man333 wrote: This is a pretty small mod, smack it into the minor mod compendium next time It's closed, that thread. |
Author: | ProjektODIN [ Sun Dec 28, 2008 2:48 pm ] |
Post subject: | Re: Skull. |
war_man333 wrote: This is a pretty small mod, smack it into the minor mod compendium next time |
Author: | Geti [ Sun Dec 28, 2008 11:18 pm ] |
Post subject: | Re: Skull. |
i know it cant be fixed, unless perhaps you ♥♥♥♥ about with invisible actors who gibbed as they hit the ground and activated the TDExplosive with that snazzy new variable (if that works) and you have the TDExplosive a massive timer.. still, that would be hacky and end up with skulls exploding everywhere after a while. |
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