Search found 87 matches
- Fri Apr 24, 2020 6:30 pm
- Forum: Gameplay Mods
- Topic: Sangelothi Mods (NeoCore v5 RELEASED PG.26)
- Replies: 422
- Views: 96876
Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)
Script "ScreenRotate" ENTER { While(True) { int buttons = GetPlayerInput(0, INPUT_BUTTONS); if (buttons & (BT_MOVERIGHT)) { SetActorRoll (0,0.001); Delay(1); SetActorRoll (0,0.002); Delay(1); While (buttons & (BT_MOVERIGHT)) { buttons = GetPlayerInput(0, INPUT_BUTTONS); SetActorRoll (0,0.003 ...
- Wed Apr 22, 2020 12:39 pm
- Forum: Gameplay Mods
- Topic: Sangelothi Mods (NeoCore v5 RELEASED PG.26)
- Replies: 422
- Views: 96876
Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)
I am so happy this mod got a new release. The original was one of the best weapons mods I have ever played. One thing though I don't know if it's on my end but the QTILT is causing some weird stuttering when turning and moving at the same time. If you want I have an old script I wrote that does q ...
- Sun Dec 08, 2019 1:31 pm
- Forum: Scripting
- Topic: Strange decorate line I saw "####" "#" 1
- Replies: 4
- Views: 314
Re: Strange decorate line I saw "####" "#" 1
Thanks for the reply I appreciate it. This help out alot!
- Fri Dec 06, 2019 6:55 pm
- Forum: Scripting
- Topic: Strange decorate line I saw "####" "#" 1
- Replies: 4
- Views: 314
Re: Strange decorate line I saw "####" "#" 1
Oh neat! I'll try it out the next time I'm working on something. Do you know of any documentation on it? A buddy of mine was wondering. Anyways thanks for the reply.
- Fri Dec 06, 2019 5:45 pm
- Forum: Scripting
- Topic: Strange decorate line I saw "####" "#" 1
- Replies: 4
- Views: 314
Strange decorate line I saw "####" "#" 1
I seen a line in decorate and it looked like this. "####" "#" 1 Does anyone know what this does?
- Mon Sep 02, 2019 6:58 pm
- Forum: General
- Topic: "3d" scopes and double rendering(?)
- Replies: 9
- Views: 1232
Re: "3d" scopes and double rendering(?)
To be honest I haven't even given it a try. I was trying to make some kind of a mod over the summer but nothing really stuck. But seeing this last post makes me interested in trying it. By the way, are there any good tutorials on zscript?
- Wed May 22, 2019 9:46 am
- Forum: General
- Topic: "3d" scopes and double rendering(?)
- Replies: 9
- Views: 1232
Re: "3d" scopes and double rendering(?)
Yeah I was thinking about that. Is there a way to get the weapon offset from ACS? Or even modify it? I noticed that that mod also has weapon inertia too. I wouldn't mind trying that out sometime.
- Tue May 21, 2019 12:12 am
- Forum: General
- Topic: "3d" scopes and double rendering(?)
- Replies: 9
- Views: 1232
Re: "3d" scopes and double rendering(?)
Thanks guys. I'll try this out in the next mod I'll make. I thought it was going to be much more complicated than this.
- Mon May 20, 2019 4:27 pm
- Forum: General
- Topic: "3d" scopes and double rendering(?)
- Replies: 9
- Views: 1232
"3d" scopes and double rendering(?)
So I was looking on the forums and I saw that hideous destructor was still being updated and what not. Now the last time I played it was years ago so I decided to check it out again. Boy was I surprised when I saw all the new features. The one thing that blew me away was the "3d" scope effect where ...
- Wed May 15, 2019 8:13 pm
- Forum: Gameplay Mods
- Topic: Commando Doom [Last Update] Last Page
- Replies: 150
- Views: 30884
Re: Commando Doom [Last Update] Last Page
Alright guys I'll look into those bugs when I get a chance. Thanks for letting me know.
- Wed May 15, 2019 11:40 am
- Forum: Gameplay Mods
- Topic: Commando Doom [Last Update] Last Page
- Replies: 150
- Views: 30884
Re: Commando Doom [Last Update] Last Page
Yeah I couldn't figure out how to fix that. I guess I could have used the same ammo item but I would have had to redone the checks but then I think that would have made more awkwardness. Man It sucks sometimes you have to make a compromise. But there might be a way to fix it I just don't know yet ...
- Tue May 14, 2019 12:56 pm
- Forum: Gameplay Mods
- Topic: Commando Doom [Last Update] Last Page
- Replies: 150
- Views: 30884
Re: Commando Doom [Release 1] Last Page
N1qroY4SQLw Remember when I said I wasn't going to update the mod? ....I lied. So in preparation for a new mod I'm going to make I wanted to update Doom Commando one last time since there was some things that needed to be fixed and updated. There are a lot of changes and I experimented with the ...
- Wed Jan 16, 2019 10:26 am
- Forum: Gameplay Mods
- Topic: Commando Doom [Last Update] Last Page
- Replies: 150
- Views: 30884
Re: Commando Doom [Release 1] Last Page
Sadly I don't have that version anymore I do have the sprites though but I would have to reanimate that again. As for the map. I made that map for Joy of Mapping 5 in the third episode. Maybe one day I'll revisit these revolvers again with another idea. I've been wanting to make another mod but I ...
- Mon Oct 01, 2018 2:32 am
- Forum: Requests
- Topic: Looking for a blunderbuss.
- Replies: 1
- Views: 354
Looking for a blunderbuss.
This is going to sound strange but. I woke up at the middle of the night thinking about a new idea for a mod that involves barbarians and the like. I remember there was a blunderbuss floating around somewhere on the resources section. I just finished looking and I can't find it anywhere. I'm not ...
- Thu Jul 19, 2018 4:03 pm
- Forum: Tutorials
- Topic: Teef's guide to making a weapon have personality
- Replies: 4
- Views: 3856
Re: Teef's guide to making a weapon have personality
Thanks for writing this! Next time I work on a project, I'll try to use some of these concepts.