[QUOTE=B!N4RY;27966438]The SVN repo works fine. You're most likely not setting it up correctly.[/QUOTE]
pls update garrysmod.org files :(
[QUOTE=Death dealer142;27965401]Oh I forgot to post this video here. It is an improved HUD for the Airstrikes. The difference being this is client side, not server side like it currently is, and you can zoom in for more accurate placement.
[hd]http://www.youtube.com/watch?v=djgVW4a9K28[/hd][/QUOTE]
can u add flares to the ac130 when it leaves and when somebody shots a missile at her?
It already does that.
[QUOTE=B!N4RY;27971968]It already does that.[/QUOTE]
no it does not?
at least in the svn it does
[QUOTE=MW2_Freak02;27966448]pls update garrysmod.org files :([/QUOTE]
Sorry but I'm not going to update the garrysmod files for a while, because if i were to update it now, then 5 minutes later i will either find a bug, or improve it, so it would be a waste of time. Did you copy the right link? you need to copy the link in the code box, not the blue hyper link.
Also the AC-130 doesn't drop flares when its leaving, or at least it's not suppose to, i will fix that when i redo it.
Just a little suggestion, it would be nice if entities (Like the bouncy ball SWEP, Magnuson device, ect.) would run a code like below once an EMP is activated:
(Just a little warning, I'm really new to lua, and I haven't tested this script)
[lua]
local entity = ents.FindByClass("*")
for _,entity in pairs(entities) do
if entity = "prop_physics" or entity:IsWorld() then return end
local prop = ents.Create("prop_physics")
prop:SetModel(entity:GetModel())
prop:SetPos(entity:GetPos())
prop:SetAng(entity:GetAngles())
entity:Remove()
end
[/lua]
What the above code does is removes all entities in the map and replaces them with their prop model.
[QUOTE=ROFLBURGER;27984622]Just a little suggestion, it would be nice if entities (Like the bouncy ball SWEP, Magnuson device, ect.) would run a code like below once an EMP is activated:
(Just a little warning, I'm really new to lua, and I haven't tested this script)
[lua]
local entity = ents.FindByClass("*")
for _,entity in pairs(entities) do
if entity = "prop_physics" or entity:IsWorld() then return end
local prop = ents.Create("prop_physics")
prop:SetModel(entity:GetModel())
prop:SetPos(entity:GetPos())
prop:SetAng(entity:GetAngles())
end
[/lua][/QUOTE]
What exactly are you attempting to accomplish?
[QUOTE=B!N4RY;27984683]What exactly are you attempting to accomplish?[/QUOTE]
Oh fuck, sorry I should of Stated that.
Once the map is "EMP'd" then all entities on the map are removed and are turned into props.
I also forgot to add (entity:Remove()) :gonk:
[QUOTE=Death dealer142;27980401]
Also the AC-130 doesn't drop flares when its leaving, or at least it's not suppose to, i will fix that when i redo it.[/QUOTE]
yes please fix that :D
@Death dealer142
can you tell the release of the streak you are currently working on?
[QUOTE=MW2_Freak02;27990696]@Death dealer142
can you tell the release of the streak you are currently working on?[/QUOTE]
What do you mean by that?
[editline]11th February 2011[/editline]
ROFLBURGER that is a nice idea, but the problem i see is that bouncy ball is not an electrical device, so it wouldn't stop working if it was EMP'd, and there are other sents out there like that and so i wouldn't know if they ran off an electrical circuit or not.
ROFLBURGER's idea sounds nice.
[QUOTE=Death dealer142;27992946]What do you mean by that?
[editline]11th February 2011[/editline]
ROFLBURGER that is a nice idea, but the problem i see is that bouncy ball is not an electrical device, so it wouldn't stop working if it was EMP'd, and there are other sents out there like that and so i wouldn't know if they ran off an electrical circuit or not.[/QUOTE]
on what are u working now ? on wich killstreak?
[QUOTE=ROFLBURGER;27984622]Just a little suggestion, it would be nice if entities (Like the bouncy ball SWEP, Magnuson device, ect.) would run a code like below once an EMP is activated:
(Just a little warning, I'm really new to lua, and I haven't tested this script)
[lua]
local entity = ents.FindByClass("*")
for _,entity in pairs(entities) do
if entity = "prop_physics" or entity:IsWorld() then return end
local prop = ents.Create("prop_physics")
prop:SetModel(entity:GetModel())
prop:SetPos(entity:GetPos())
prop:SetAng(entity:GetAngles())
entity:Remove()
end
[/lua]
What the above code does is removes all entities in the map and replaces them with their prop model.[/QUOTE]
nice idea dude
[QUOTE=tobiderfisch;27995975]nice idea dude[/QUOTE]
To be honest, it isn't. On some of the maps, it will severely corrupt the game because of the amount of pre-existing entities that map functions depends upon. Plus, not all entities have electrical circuits in it. It would be silly to see things like a bouncy ball suddenly stop working from an EMP.
Summarized from what me and death dealer thought.
[QUOTE=Death dealer142;27992946]
ROFLBURGER that is a nice idea, but the problem i see is that bouncy ball is not an electrical device, so it wouldn't stop working if it was EMP'd, and there are other sents out there like that and so i wouldn't know if they ran off an electrical circuit or not.[/QUOTE]
Gah, your right
Entity:GetMaterialType() [i]sounds[/i] like it checks the material type (Metal, Bouncy, Ice, ect.), but i'm not sure.
I'm doing a whole lot of thinking but not doing enough knowing :smith:
[editline]11th February 2011[/editline]
[QUOTE=B!N4RY;27996538]To be honest, it isn't. On some of the maps, it will severely corrupt the game because of the amount of pre-existing entities that map functions depends upon. Plus, not all entities have electrical circuits in it. It would be silly to see things like a bouncy ball suddenly stop working from an EMP.
Summarized from what me and death dealer thought.[/QUOTE]
But I thought the !IsWorld() line of it would filter out all the world entities
[QUOTE=ROFLBURGER;27996569]Gah, your right
Entity:GetMaterialType() [i]sounds[/i] like it checks the material type (Metal, Bouncy, Ice, ect.), but i'm not sure.
I'm doing a whole lot of thinking but not doing enough knowing :smith:
[editline]11th February 2011[/editline]
But I thought the !IsWorld() line of it would filter out all the world entities[/QUOTE]
IsWorld tells you if its the world or not, not if an entity belongs to the world.
Also the material type would be based on the model not the sent, so there still would be no way of know if it's an electronic, because they could be enclosed in any type of material.
Thanks for the suggestions though.
[QUOTE=B!N4RY;27996538]To be honest, it isn't. On some of the maps, it will severely corrupt the game because of the amount of pre-existing entities that map functions depends upon. Plus, not all entities have electrical circuits in it. It would be silly to see things like a bouncy ball suddenly stop working from an EMP.
Summarized from what me and death dealer thought.[/QUOTE]
i totally agree with you but it still is a good idea.
i think it would be cool for the nuke to have it cuz it destroys pretty much everything doesnt it?
when you make black ops killstreaks, are you going to remake spy plane, counter spy plane, sentry gun and care package? and are you going to make grim reaper and death machine?
Grim Reaper and Death Machine are SWEPs, they can be made easily. The only difficult part is to get a corresponding model.
[QUOTE=Death dealer142;27905156]Are the squares purple and black?[/QUOTE]
Sorry about delay there. No they are white with miniature black squares inside the big white one. I have a pic here now.
[url]http://img402.imageshack.us/f/buggyaddon.jpg/[/url]
that kind of looks like you're missing some kind of texture that isn't giving the regular 'purple black' texture.
Looks like broken transparency to me.
[QUOTE=AwesomeAssassin;28033610]Sorry about delay there. No they are white with miniature black squares inside the big white one. I have a pic here now.
[url]http://img402.imageshack.us/f/buggyaddon.jpg/[/url][/QUOTE]
This is a problem on your own side. Do you play the game with non standard settings (ie, in DX8 mode)? If not, then it is most likely caused by your graphics card. It is either too old, or its video drivers needs updating.
[QUOTE=B!N4RY;28044294]This is a problem on your own side. Do you play the game with non standard settings (ie, in DX8 mode)? If not, then it is most likely caused by your graphics card. It is either too old, or its video drivers needs updating.[/QUOTE]
It is most likely my graphics card, as it came out in 2007. Radeon X1300 I think it is.
never mind
this comment was just bullshit
and since you cannot delete comments i just wrote this so just ignore it
The thing is it worked before
death dealer142 when are you finish with the next killstreak?
Were you planning on doing the Deathstreaks as well? Final Stand mmmm...
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