Author |
Message |
TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
|
|
Sat Feb 17, 2007 1:26 am |
|
|
Striker26
Joined: Sun Sep 24, 2006 4:01 am Posts: 641 Location: um.......yeah..
|
also
i want alpha and alpha fading.
|
Sat Feb 17, 2007 3:59 am |
|
|
Deadlyaim656
Joined: Mon Jan 08, 2007 3:35 am Posts: 52
|
Addtrail....
For trails on missles and such.
ShellRight
FilePath
ShellLeft
FilePath
So when i shoot left my missile doesn't come out backwards =p
|
Sat Feb 17, 2007 4:11 am |
|
|
muffinmonkey
Joined: Fri Jan 05, 2007 5:51 pm Posts: 371 Location: Sector ZZ9PuralZAlpha
|
Quote: Onlyweildableby= Notweildableby=
It'd be useful for turrets and the lookout bot and robots with guns in their arms and stuff
|
Sat Feb 17, 2007 10:15 am |
|
|
AquaGeneral
Joined: Sun Jan 28, 2007 4:56 am Posts: 214 Location: Australia, Queensland
|
Message too short so I need to pst this.
|
Sat Feb 17, 2007 11:36 am |
|
|
s0me_guy
Joined: Sun Dec 10, 2006 6:00 am Posts: 93 Location: ENFOLD!
|
Code: IsDualWieldable = 1 //Recommended for smaller weapons. Code: IsPilotableVehichle = 1 I hope for that really soon...for that will make my project so much more easy. Code: DissolvingParticle = 1//Can go through almost all substances, espicially flesh. That would make acid weapons easier, right? Code: BrainLimit = __//1-10 Brains allowed at a time. Code: IsTurret = __//This object cannot move, but has hightened reflexes and better aim Code: Water = __//1 for yes, 0 for no. //WaterPosition X =___ Y = ___ //WaterPhysics HasPhysics = __//0-10, 0-5 for slow computers, 6-10 for fast computers. WaterDepth =____//0-999999, Says how high the will be. WaterLength = _____// 0-99999, says how long it will be. Code: HealthBooster = _//1 is yes, 0 is no. BoostBy = ___//1-100 HP.
Thats it, thats really all i want, I would make things easier to mod and stuff.
|
Sat Feb 17, 2007 1:54 pm |
|
|
Striker26
Joined: Sun Sep 24, 2006 4:01 am Posts: 641 Location: um.......yeah..
|
i like the dual wieldable and turret one but water i meh
|
Sat Feb 17, 2007 5:13 pm |
|
|
Party Pancakes
Joined: Thu Oct 12, 2006 12:32 pm Posts: 89
|
fudging FRICTION already! I wanna make a sticky concrete gun so enemies get stuck in it, and then I go for the kill!
|
Sat Feb 17, 2007 10:32 pm |
|
|
Striker26
Joined: Sun Sep 24, 2006 4:01 am Posts: 641 Location: um.......yeah..
|
i thought there was already friction in the material section?
|
Sat Feb 17, 2007 11:02 pm |
|
|
gnatinator
Joined: Thu Feb 16, 2006 8:09 am Posts: 22 Location: Canada
|
Lets not forget, we need a acidic/corrosive/heat (one of these) property for self-damaging particles.
Also a variable that determines what category the item shows up inside the store. (May already be one in place. Haven't done any serious modding for awhile.)
Last edited by gnatinator on Sun Feb 18, 2007 12:24 am, edited 1 time in total.
|
Sun Feb 18, 2007 12:22 am |
|
|
Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
|
gnatinator wrote: Lets not forget, we need a acidic/corrosive/heat (one of these) property for self-damaging particles.
Say what?
|
Sun Feb 18, 2007 12:23 am |
|
|
gnatinator
Joined: Thu Feb 16, 2006 8:09 am Posts: 22 Location: Canada
|
@Alenth
For flamethrowers and other related weapons. This issue always seems to come up when someone makes a flamethrower mod.
|
Sun Feb 18, 2007 12:26 am |
|
|
Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
|
Sharpness works. Unless you want some really really odd effect.
|
Sun Feb 18, 2007 12:27 am |
|
|
gnatinator
Joined: Thu Feb 16, 2006 8:09 am Posts: 22 Location: Canada
|
As far as I can tell, sharpness sort of works in certain situations. But in order to get a particle to actually hurt an actor, it needs to be fired very quickly at it (which imo, dosen't look right for flame throwers)
|
Sun Feb 18, 2007 12:31 am |
|
|
Giant. Metal. Idiot
Joined: Wed Oct 18, 2006 12:09 pm Posts: 48
|
gtaiiilc wrote: Code: aiuseweapon=1 aiuseship=1 aiusetool=1 aiuseshild=1 aiuseexslposive=1 thats would be cool iwillcontrolyou wrote: Sticky = 1 (for rounds)
i wish it were so... Master Pimp wrote: The ability to script our own A.I and A.I Spawns. Also the ability to load guys into the dropship and rocket for transport. the ability to have a no wrap map, with the ability to script the A.I drop location. pippin50 wrote: Code: extended_space_enable = 1 Code: atmosphere_enable = 1 space battles. hell yeah.
You four each win %10 of the internet.
|
Sun Feb 18, 2007 12:33 am |
|
|
|