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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 :)
Be glad he acknowledged its existence.

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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