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MaGmA
Joined: Fri Mar 21, 2008 4:09 am Posts: 65
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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.
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Sun Dec 28, 2008 6:07 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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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.
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Sun Dec 28, 2008 6:20 am |
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MaGmA
Joined: Fri Mar 21, 2008 4:09 am Posts: 65
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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.
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Sun Dec 28, 2008 6:27 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Skull.
its fine, its just that the name "skull" appears above it. you dont need a bunker module for it.
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Sun Dec 28, 2008 6:32 am |
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MaGmA
Joined: Fri Mar 21, 2008 4:09 am Posts: 65
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Re: Skull.
Oh, yeah. With build 22's new bomb features, that can't be fixed :/ (To my limited knowledge).
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Sun Dec 28, 2008 6:53 am |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Skull.
This is a pretty small mod, smack it into the minor mod compendium next time
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Sun Dec 28, 2008 1:55 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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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.
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Sun Dec 28, 2008 2:45 pm |
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ProjektODIN
Banned
Joined: Tue Aug 26, 2008 6:09 pm Posts: 432
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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.
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Sun Dec 28, 2008 2:48 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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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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Sun Dec 28, 2008 11:18 pm |
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