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  • in reply to: Weapon Scripting Documentation Available #55378

    gf1024
    Participant

    Well I do have a couple of ideas. Would be nice if I could get the amount of money the tank has. Also, the current round and turn number (for a weapon that gets stronger the later you use it for example). Thanks

    in reply to: v42 bugs #54997

    gf1024
    Participant

    @gcamp wrote:

    @gf1024 wrote:

    I noticed in 41.3 that when you define the landscapes.xml file and add multiple textureset choices for a landscapes, it isn’t chosen randomly as the wiki says but goes one by one from top to bottom of the list. I’m posting here cause I’m quite sure noone noticed and the bug is still there.

    What setting of landscape rotation is that with?

    Cyclemaps was off. To be more precise, I tested it again:
    Selected a custom game with no mod on. Selected landscape “oldstyle”, deselected everything else. Started a game, first it got the default texture. Clicked on mass tank kill to go to the next level. Then it looked like hell. After that it was sand and the fourth time it was even snowing. Now, if you look in the landscapes.xml at the part of the oldstyle map, it goes
    data/landscapes/texdefault.xml
    data/landscapes/texhell.xml
    data/landscapes/texsand.xml
    data/landscapes/texsnow.xml, with 4 more after these.
    Can’t be a coincidence I think.

    in reply to: v42 bugs #54990

    gf1024
    Participant

    I noticed in 41.3 that when you define the landscapes.xml file and add multiple textureset choices for a landscapes, it isn’t chosen randomly as the wiki says but goes one by one from top to bottom of the list. I’m posting here cause I’m quite sure noone noticed and the bug is still there.

    in reply to: Version 42 Beta Available #54902

    gf1024
    Participant

    I don’t know if this is new but I didn’t notice earlier, or maybe it was different. Now every time there’s an explosion the texture is applied to the ground but the deform is delayed for about a second. Even after restarting the game.

    About LUA, I learned some of it’s basics after searching for a couple of tutorials, but I’m not sure am I supposed to be able to get the variable and function names from the game or will the wiki be updated with those things?

    in reply to: water color #54970

    gf1024
    Participant

    Many thanks, it worked.

    in reply to: Unknown sound file type … /(null) #54852

    gf1024
    Participant

    Happened to me once with a WeaponExplosion, the wiki about it said including the was optional but when I didn’t it crashed with this message, so I included it and set to “none”. Not sure this helps though.

    in reply to: Version 42 Beta Available #54895

    gf1024
    Participant

    Thanks for this update. Tried it, had no errors so far, even updated the mod I’m developing (for real this time). Nice addition that I can include different game options for maps now, if I’m correct, it’s already giving me ideas. Wonder what other new stuff are included for modders. Nice work!

    in reply to: audiosurf #50076

    gf1024
    Participant

    nah, can’t be mentioned in the same sentence as guitar hero. Became #1 selling on Steam the second day after release and still is.

    in reply to: Why are people deliberately avoiding mods? #49838

    gf1024
    Participant

    I think some mods have too many overpowered weapons that’s all. Oh and everyone’s on the main s3d server 🙂

    in reply to: My impressions #49759

    gf1024
    Participant

    As for shields, I do get blown down by ppl using sandhogs all the time, not worth the money. Agree about the $7k missiles.

    in reply to: hidden weapns? #49614

    gf1024
    Participant

    Yes I tried setting max to 0. Anyway as I see new versions come out every once in a while is there a topic where they collect feature requests? I’m not at all into programming but I don’t think it’s hard making available to hide something from the buy list ❓

    in reply to: hidden weapns? #49612

    gf1024
    Participant

    Thanks for your reply, I looked at that still it’s a bit unclear. First as I do remember, “armslevel” is around 1 for the massdestruction weapons and 9 for baby missile. If there’s something called “weaponlevel” and it’s different where can I set it? And I’ve also got some less powerful weapons to hide to balance the cargo contents. Another way to solve this would be to set incredibly high prices for the weapon, but that would cause high sell price so the player would sell 1 of x and buy 20 different weapons.

    I did a couple of experimenting and some stuff are done for this mode, like some weapons and the first map. I looked at other mods but some weapons have scripts hard to even understand.

Viewing 12 posts - 1 through 12 (of 12 total)