Sewlek · The programmer previously known as Schimmel
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heh, i made quite the same for factions some weeks ago (DiveRollMixin), not really similar code but pretty much the same result :Pi learned it long time ago already :Pthe "technical" part of the body armor stuff is done and implemented. there are though only 2 armor models available, and no tooltips, but it works: http://i.imgur.com/sAY4OuE.jpg?1
…Recently i was working on a new inventory system, which i didnt announce yet because i wanted to ensure most of it is bug free (thanks again to everyone who play tested it with me on sunday!).
I felt the class based system was a bit too limiti…(Quote)
its not THAT hard to rig a player model onto the existing bones, i did it last week as a test to figure out how long it would take. i spend roughly 10 minutes, without having any rigging experience. the result was really ugly thoug…that bug is around since early beta as far as I remember, and I absolutely have no idea why this happens (and I dont intend to fix it anywayhmm, the game modes are very different from each other, i dont think it makes much sense to try to make a map which features all of them. it would be of course possible for me to add a "game mode" property to the entities, but you will still have to…i dont have a new video, but here are some screenshots of a map i was working on during the weekend:
f_ast_platf…200 armor is quite a lot though, thats 6 bites more you can take from a skulk and a total of 17 bites at armor level 3. now i dont know how much damage dual FT do, but im pretty sure enough to win a battle vs. 3 skulks at once in melee combat. i don…you need to call
self:SetPropagate(Entity.Propagate_Callback)
in OnCreateyou create a new
class "YourClassName" (ScriptActor)
function YourClassName:OnGetIsRelevant(player)
return self.forPlayer == player
end
function YourClassName:SetTargetPlayer(forPlayer)
self.forP…you have to create the entity on the server and check "function ViewModel:OnGetIsRelevant(player)" for an example. with that function you can limit relevancy to specific player(s) only. you also need to check out the physics group code, so other pla…25-03-2014
- added new engineer drone (ground based, hit scan, uses ARC model)22-03-2014
- new user interface
- added fall damage
- various bug fixesok, i wanted to suggest to put it somewhere else i dont want to have stupid popups anytime you start that program, especially sinc…(Quote)
everything correct!
i would love to have it f2p and standalone, but thats not possible atm.
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which OS are you using? In which folder did you place your files?
update 15-03-2014
- added procedural view model animations
- fixed engineer drones and structures not getting removed when player leaves the team
- improved melee hit reg and range
- homing missiles now lose track after…uh, its not so dramatic really. the mod was broken for a while (partially because of steam work shop being so damn unreliable) and is atm again "under construction", which means its in a buggy state again. but we played some games last weekend and I…the launcher application will now automatically update missing or changed files. So you need in future only download the main executeables and wont have to worry anymore about files not matching or missing, should make it less painful in future when…i fixed that nowwell, considering the mod is atm being worked on, there are no peak hours currently
we had a test on sunday and the new serv…new factions is online for testing currently, the biggest changes:
- the assets will no longer be downloaded from steam workshop (its just too unreliable at the moment), instead you can download a launcher application and the assets from…(Quote) i have no idea where you got this information from
it was a great experience sitting there in the audience and watching the games live. congrats to snails for first place