base builder mod 3.0

Request new mods.

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Excend
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Post by Excend » Fri Jun 20, 2008 4:06 pm

cool it with the "ur mom" things
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What a shitty thread
Fuck all of you.

Modzy
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Post by Modzy » Fri Jun 20, 2008 4:08 pm

Haven't tried yet been to busy with the beta pack and kw's

BLACKHAWK5866
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Post by BLACKHAWK5866 » Fri Jun 20, 2008 5:26 pm

Can't wait to play it Mods. =)
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Dirk Gently
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Re: base builder mod 3.0

Post by Dirk Gently » Sun Jun 22, 2008 1:40 pm

M® Møds wrote:
BLACKHAWK5866 wrote:
leftover_crisack wrote:plasma pistol (charged) - delete scenery
I don't think thats possible.
That can be done! If you set a weap with a high enough power you can over load things on a map (like the time I over loaded some AI who were in a hog but then I RS and the AI came back with no gun and no arms O_O) but I think that would make for some MAJOR lag! Still possible tho...
wow that is a lie. maps don't work that way.

...

Post by ... » Mon Jun 23, 2008 5:26 pm

yes about the posts before saying you cant make the scenery disappear

ive played a map before where a weapon spawns a turret you can punch it to death and after a while it does actually disappear (a turret counts as scenery right? the turret im talking about you see on the covenant dropships the strange purple ball)

Modzy
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Post by Modzy » Mon Jun 23, 2008 5:49 pm

yes they do if you have a big "boom" it can do two things.

1. Over load the map and remove the vehi

2. Over load your comp and you have to force quit (LOL)

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Post by Guest » Mon Jun 23, 2008 5:57 pm

... wrote:yes about the posts before saying you cant make the scenery disappear

ive played a map before where a weapon spawns a turret you can punch it to death and after a while it does actually disappear (a turret counts as scenery right? the turret im talking about you see on the covenant dropships the strange purple ball)
The turret is actually a biped.

The only thing that happens when you overload a map is... EXCEPTION DATA, nothing else.

Dirk Gently
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Post by Dirk Gently » Tue Jun 24, 2008 3:59 am

M® Møds wrote:yes they do if you have a big "boom" it can do two things.

1. Over load the map and remove the vehi

2. Over load your comp and you have to force quit (LOL)
please try to learn how the maps work.

Kayar
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Post by Kayar » Tue Jun 24, 2008 7:03 am

Mr. Mods-

Vehicles, Bipeds, and Weapons have physics. What happens when you shoot a vehicle, a biped, or a weapon with a thousand-force gun (force is what makes things that explode "push" things forward) is that the object will be blasted so utterly far away that it might go right through the bsp, similar to shafting a pelican. You can't do this to scenery, because scenery does not have physics.
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TaxiService
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Post by TaxiService » Tue Jun 24, 2008 10:29 am

Well, bipeds and weapons are affected by physics in a different way: the physics information about the bipd/itmc you're editing is the tag itself.

vehicles need an apposite phys tag.




but yeah!

also, i think that physics can be given to scenery too!
look in any scen tag. there is a nulled out phys tag!
i tried to modify it once, but didn't work. <_< i'll retry.
  • TaxiService! Shitposting since 2007!
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Modzy
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Post by Modzy » Tue Jun 24, 2008 12:27 pm

LOL wow you can add physics to scen all you need a duplicated vehi tag some D-swappa and data changing.

Org Guest

Post by Org Guest » Tue Jun 24, 2008 12:55 pm

M® Møds wrote:LOL wow you can add physics to scen all you need a duplicated vehi tag some D-swappa and data changing.
But then it isnt scenery, it is a vehicle that LOOKS like scenery.

But this is a nice way i haven't seen used in a few years.

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Post by TaxiService » Tue Jun 24, 2008 1:04 pm

nice and stupid.


for a bunch of reason that i will not list.
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Kayar
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Post by Kayar » Tue Jun 24, 2008 1:09 pm

Used in Legacy. >.<
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