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 MOD CONTEST (05/09 - 06/09) -CLOSED TO SUBMISSONS- 
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Joined: Wed Jan 14, 2009 7:12 pm
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Location: In between your sister's legs, showing her how to use a... PS3 controller!
Post Re: MOD CONTEST (05/09 - 06/09) -STARTED-
Okay, I give in. I'm a nooby coder and my entry doesn't even work. So cancel mine.


Sat May 16, 2009 1:49 pm
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Post Re: MOD CONTEST (05/09 - 06/09) -STARTED-
Flammablezombie wrote:
Okay, I give in. I'm a nooby coder and my entry doesn't even work. So cancel mine.


One down, sixteen to go. Go Capn'! Crush them all! :twisted:


Sat May 16, 2009 1:57 pm
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Location: In between your sister's legs, showing her how to use a... PS3 controller!
Post Re: MOD CONTEST (05/09 - 06/09) -STARTED-
Oh thanks, Numgun. I thought you were nice too. Seems I judged your personality on your modding skills :ccsad:


Sat May 16, 2009 2:02 pm
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Post Re: MOD CONTEST (05/09 - 06/09) -STARTED-
I should really get back to work on my entry. <_<
/me moves BW out of CC folder to prevent temptation.
Actually, im thinking im going to sleep. Tomorrow, however, there shall be progress, and breakfast. im looking forward to that.


Sat May 16, 2009 2:09 pm
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Post Re: MOD CONTEST (05/09 - 06/09) -STARTED-
Flammablezombie wrote:
So cancel mine.

As you wish.


Sat May 16, 2009 2:28 pm
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Post Re: MOD CONTEST (05/09 - 06/09) -STARTED-
Flammablezombie wrote:
Oh thanks, Numgun. I thought you were nice too. Seems I judged your personality on your modding skills :ccsad:


But he didn't say anything mean!


Sat May 16, 2009 4:11 pm
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Post Re: MOD CONTEST (05/09 - 06/09) -STARTED-
capnbubs wrote:
Now that I know the mods will be rated anonymously I actually wish I had entered.

Edit: Just re-read the description and realised it's not too late to join :)


just remember, it can't be anything you've made before, it can't be related to anything, and on that note, I look forward to seeing what you make.


Sat May 16, 2009 4:42 pm
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Post Re: MOD CONTEST (05/09 - 06/09) -STARTED-
Well, I can make a really nice looking and performing bomb, but I can't make it do anything special.
Crapination- I really need to learn lua!

I'm in.


Sat May 16, 2009 4:54 pm
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Post Re: MOD CONTEST (05/09 - 06/09) -STARTED-
Miles_T3hR4t wrote:
capnbubs wrote:
Now that I know the mods will be rated anonymously I actually wish I had entered.

Edit: Just re-read the description and realised it's not too late to join :)


just remember, it can't be anything you've made before, it can't be related to anything, and on that note, I look forward to seeing what you make.


I do know how to read, thank you ever so much.


Sat May 16, 2009 5:54 pm
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Post Re: MOD CONTEST (05/09 - 06/09) -STARTED-
This is copied from my mod, and the values are erased. This has to do with offsets in a held device.

Why is it set up this way? I tried looking it up in the tutorials, and they say that these values are all uniform for + and -, but they aren't, heres what the wiki should say.

Code:
JointOffset = Vector // where the hand goes
      X = //going left is -
      Y = // going down is +
   DrawAfterParent = 0
   StanceOffset = Vector //where the actors shoulder goes
      X = // left is + now... WAT
      Y = // Oh great, now down is -, make up your minds
   SharpStanceOffset = Vector
      X = // Left is +, okay
      Y = // down is -...
   SupportOffset = Vector
      X = // GOD DAMN IT LEFT IS - AGAIN!
      Y = //HRFGYLARBLARBLARBRHFFFFGADURFFFF


--edit, I know that people are supposed to make there mods on there own, using only what they know, and what they can learn from tutorials/wikis, but the wiki page is wrong, thats why I'm posting.


Sat May 16, 2009 7:22 pm
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Post Re: MOD CONTEST (05/09 - 06/09) -STARTED-
Who cares?
Just bind the module into an actor and add it to his inventory and you can just test the offsets in the actor viewer.
It takes about eight seconds to minimise, change a value, maximise and reload the data.


Sat May 16, 2009 9:29 pm
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Post Re: MOD CONTEST (05/09 - 06/09) -STARTED-
metal chao wrote:
Who cares?
Just bind the module into an actor and add it to his inventory and you can just test the offsets in the actor viewer.
It takes about eight seconds to minimise, change a value, maximise and reload the data.


I already finished, I'm just wondering why those offsets are wrong


Sat May 16, 2009 9:50 pm
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Post Re: MOD CONTEST (05/09 - 06/09) -STARTED-
They aren't "wrong", the wiki is "wrong".
As the code came first it can't be the one that is incorrect.

Also: Damn. I can't get my idea to work, and it's something I really want to make.
Unless I get a streak of luck and one of my random attempts gets it to function I probably won't actually be submitting my entry.
If I ask for help now it will be really obvious which is mine, so I'll wait till you are done :V


Sat May 16, 2009 9:52 pm
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Post Re: MOD CONTEST (05/09 - 06/09) -STARTED-
One week reminder for modders. You all have one week (until the 25th at 11:59 p.m. GMT) to submit your mods to me.


Mon May 18, 2009 12:26 pm
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Post Re: MOD CONTEST (05/09 - 06/09) -STARTED-
oh sweet, i just got myself 3 extra days for not reading properly :D
also, miles, hahahhaha. heres a rundown of offsets:
JointOffset - where the hand goes on the weapon, in relation to the spriteoffset of the weapon.
StanceOffset - where the hand is positioned in relation to the shoulder (jointoffset of the arm)
Sharpstanceoffset - same thing, just with sharpaiming.
SupportOffset - where the BGHand goes on the weapon.
all of them follow the normal vector trend of left to right X up to down Y.


Mon May 18, 2009 12:56 pm
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