Search found 5 matches

by Nimja
Wed Jun 22, 2016 5:01 am
Forum: Levels
Topic: DUMP Episode 3: BFG Edition [map + weapons released]
Replies: 1401
Views: 190821

Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

[quote="ArchXeno"]Here is the proper version of my map, everything should be working now, though UV difficulty might need nerfing. Link: https://www.sendspace.com/file/npmhuw Name: Not Another Tech Base Credits: Song is the intro for AEOD v4 Quote: I don't like this map, but at least it exists new ...
by Nimja
Sat Jun 18, 2016 5:23 am
Forum: Levels
Topic: DUMP Episode 3: BFG Edition [map + weapons released]
Replies: 1401
Views: 190821

Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Starship Aurora
https://www.dropbox.com/s/ahbhrvcyhjqst ... a.wad?dl=0

A space-hulk inspired map set on an abandoned UAC spaceship.

The music is "entering the surface" by a "gammis" on modarchive
http://modarchive.org/index.php?request ... uery=32338
by Nimja
Mon May 09, 2016 6:39 am
Forum: Editing (Archive)
Topic: So, how do I do vehicles?
Replies: 2
Views: 774

Re: So, how do I do vehicles?

I've implemented them as a player class the player morphs into by activating Use on a prop that then dissapears. You'd want to take a look at [wiki]Classes:PowerMorph[/wiki] and [wiki]Creating_decorations_that_can_be_(de)activated[/wiki] for that.
by Nimja
Tue May 03, 2016 6:37 am
Forum: Editing (Archive)
Topic: [SOLVED]ThrustThing in player facing.
Replies: 4
Views: 847

Re: ThrustThing in player facing.

That helped, using that example on the page has fixed my issues, thanks very much!
by Nimja
Mon May 02, 2016 7:43 am
Forum: Editing (Archive)
Topic: [SOLVED]ThrustThing in player facing.
Replies: 4
Views: 847

[SOLVED]ThrustThing in player facing.

I'm trying to make a player class that moves using thrust-based mechanics rather than walking via an ACS script that is called when the player spawns. The snippet of code that thrusts the player is as follows: int force = planeSpeeds[classId]; int buttons = GetPlayerInput(-1, INPUT_BUTTONS); if ...

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