JimWest
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Try something like
local move = Move() move.yaw = self:GetAngles().yaw move.pitch = self:GetAngles().pitch move.time = 0.2 move.commands = bit.bor(self.move.comman…
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(Quote) I think then players couldn't connect etc.
But would work and would not produce overhead, i've tested it and for my single player mod it works fine
(pause when pressing esc)
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If you trigger it, it should switch the activation state.
So when it's enabled and you trigger it, it should be disabled then.
If you then retrigger it, its activated again etc. -
Heres a test video of the commander mode, Rines and gorges are ai controlled.
You can "build" marines at the ip.
Nobody dies cause they're making just 10 % damage atm.
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Or You could also do something like this:
local originalOnUpdate = Entity.OnUpdate function Entity:OnUpdate(deltaTime) // check something, if OK originalOnUpdate(self… -
Haven't tested it, but theres a scenario handler, where you can save the state of every entity and load it,
maybe that would work? -
Couldn't you use some function from Ns2 that you don't have to find every event that need to be stopped?
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That will come in a different mod :-)
(but it's already possible) -
Update:
I've added now a 2nd Level where you can be commander, build Marines at infantry Portal and aliens will rush you after some time.
The Npc Ai is also better, but still not perfect. -
Yeah, would be like the main screen (but need to do a mod for it, too,
so ns2 isn't loading the map but the cinematic without the menu) -
What arguments can you get from the spark editor?
I see lvlname, path, other things, too? -
Is possible, yeah.
You can use logic_emitter and emitter_destroyer,
Look at ky eem_test map, Ive included one there. -
Cellshading ftw!
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I'm currently developing a SinglePlayer mod:
http://forums.unknownworlds.com/discussion/121401/ns2-single-player -
Need the Script Error #1 to see whats wrong with that, maybe #1 - #12 would be nice to look after, should look like this:
[Server] Script Error #1: lua/sp/NpcMixin.lua:63: unexpected symbol…
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oh forget to upload latest publish to git, try it now.
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@rudy look in the thread of my ExtraEntitiesMod, I've written there a short tutorial how to set it up.
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Its not a bug, its a feature :-)
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Yeah but the error in the screenshot ist not the error why its happened,
its just a follow error, log is at %appdata%\NaturalSelection2\log[1-4].txt -
Whats the first error in the log?
The last error often doesnt say anything about the problem when something strange happened before. -
@Rudy.cz, the hive needs a escape tunnel or something.
Was playing aliens and all rines camped outside the hive , just shot everything that tried to come out,
no … -
Should be fixed now
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I think 243 will not break combat.
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New Update:
added
* logic_waypoint - you can give players waypoints with it
* logic_give_item - gives players rifle, etc
* npcs !!! you can put on the map and let them spawn after a special event (trigger etc)
(n… -
Its -game, we ( combat mod) started wih this before workshop was released. You can then just edit files that are loaded by the server.
Seach for if server or for the server file like player-server -
Rofl don't play combat on [FR] le basse cour de cocoricos, that's not combat, thats just lame.
You're getting kicked when going gorge and kill the admin, going onos and kill the admin,
get a gl or exo or sometines just as … -
Guys something went wrong with the patch, it isn't live yet,
played some round before and it was the old problem, seems like it was a publish bug. -
bring this up, Demo is on workshop now!
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Some other fixes / updates that came with the patch:
- Railguns can now also get Weapon Upgrades
- Onos is now as strong again as it is in Ns2
- And rines get xp for killing babblers (5 per babbler)
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Even the official water shader got no reflection!
models/props/descent/descent_watertreatment_tank_water_02.material