STEAM GROUP
Creator Mod Development and beta testing CMDaBT
STEAM GROUP
Creator Mod Development and beta testing CMDaBT
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8 April, 2011
47 Comments
Lychy 19 May, 2018 @ 11:44am 
rip lol
oof 9 Mar, 2015 @ 5:08pm 
im 12
SayreX ¯\_(ツ)_/¯ 15 Apr, 2013 @ 9:04am 
wut
Po0ka 3 Oct, 2012 @ 7:17pm 
Would be nice to have a "beam direction", working like the game_ui fov thing, -1 = 360 i think...
And with this, an intensity for beam spacing, which already exists i think. like, more intense it is, more it is in the center, otherwise, if 0 (reverse from 1) = away from center. if -1 = normal random.
Kittos Creator 23 Sep, 2012 @ 7:09pm 
Yea, possible.
Po0ka 23 Sep, 2012 @ 1:57pm 
Would be nice to have some kind of "hud manager", if you have multiple huds, you can place these files in a folder called "huds" in the main folder of the game, inside, folders of the name of the huds, lets say white hud and red hud. In game, it would be possible to create a command to select the hud? like, hud_custompath, then it redirects to that said hud folder which contains required files.
Same thing for custom skins for weapons ect, so you can have all the super super physcannon colorz on hand with a command.
Would it be possible to make?
Po0ka 1 Sep, 2012 @ 8:22pm 
Having one bomb script fully customized and you cannot add more than one to not conflict with the other?
script_group entity can solve, set the entities in a list to up to 32 entities, if an entity that is in a group calls an entity that is inside the group, it creates a kind of protection, so it only affect between the group. Ontrigger, explosion explode, and all without affecting the other bombs.
entity01 explosion1, entity02, prop1. group2: entity01 explosion1, entity02, prop1.
Po0ka 30 Aug, 2012 @ 8:29am 
cr_getanim <model path>
to get the full list of every animations of the specified model.
Would solve the problem of going in hammer to find it.
Po0ka 27 Aug, 2012 @ 7:38pm 
̲J̲o̲s̲h̲6̲6̲8̲0̲ : when you load model viewer
̲J̲o̲s̲h̲6̲6̲8̲0̲ : it redownloads lights :P
[GR]Pο0ka (¥) : lol?
[GR]Pο0ka (¥) : what do you mean?
[GR]Pο0ka (¥) : hammer?
̲J̲o̲s̲h̲6̲6̲8̲0̲ : yah
[GR]Pο0ka (¥) : update hl2 light?
̲J̲o̲s̲h̲6̲6̲8̲0̲ : R_RedownloadAllLightmaps took 2.429 msec!
[GR]Pο0ka (¥) : on hl23dm hwre?
̲J̲o̲s̲h̲6̲6̲8̲0̲ : lol
[GR]Pο0ka (¥) : :OO
Po0ka 15 Aug, 2012 @ 7:55pm 
Faking being afk and looking in every direction? xD
Would have been useful for me today, or, can only be used as a walk straight, and turning our view around freely, or even adding a command for angle locks so it can look like a shoulder viewing.
With the view bobbing, it would be natural to be able to turn our head, instead of turning completly.
Ask your brother to hold alt and moving his view in Dayz, i think it's that button to look around.
Kittos Creator 15 Aug, 2012 @ 7:31pm 
Weird idea. What could it be used for?
Po0ka 15 Aug, 2012 @ 9:37am 
Cr_lockview, cannot move our view, in thirdperson it would be like moving the view around and our player in the same angles.
Po0ka 9 Aug, 2012 @ 2:18pm 
pls destroy Displaying HUMAN_HULL, useless
Po0ka 31 Jul, 2012 @ 7:28pm 
!caller... !activator... why not !children? =D
if you do ent_fire !children kill, it will delete childs of you. if you do onuser1 on an item, and fireuser1 on the item, it will call the childrens of the item. that would be useful.
Kittos Creator 23 Jul, 2012 @ 8:53pm 
Dang, thats a bit tricky... I guess an array could be used for werapons, and a "punch attack" for no ammo scenarios... would require a bit of npc programming...
Po0ka 23 Jul, 2012 @ 5:10pm 
You should make a kind of inventory like players for citizens and combines, with a spawnflag (with deafault checked) for infinite ammo, an input for "switchweapon <weapon>" (if the weapon exists).
A problem of "no more ammo" can be fixed with a punch, either a hidden crowbar, or custom weapon simulating crowbar animation, on punch playing the metrocop beating citizen punch's sounds ;D

Imagine in a war, would make it faster, "ammodepleted" output, so you can trigger a kind of "search ammo", if no ammo in a range, hide or attack if close.
I know it's hard to work with AI, trying to base it with the combine "fight mode" like walk to player until 30 feets, that would maybe solve it easily.
Po0ka 22 Jul, 2012 @ 5:41pm 
Modifyable teams. I thinked about players having their own gamemodes.
A script file in scripts/ folder, with teams listed in "Team1(display name)" "color(red,blue,olive,green,yellow,grey...)" "models(model list #?)".

so there would be 2 sides, teaminfo{above^} modellists{#1 = models/bla.mdl #2 = ... }
like that, the players would be able to make their own gamemodes with teams. (including custom models and all.) think about c17 citizens, rebel, combines, and others, like, stalker, metrocop, stripped soldier, etc.

Contact me for more info :P
was thinking about attributes and all to apply over a specific team and impulses and craps ;D
Po0ka 6 Jul, 2012 @ 5:33pm 
npc_missiledefense, make it better pls? D:
it only works once, and it seems to only have a cone angle of a regular npc... plus it doesn't turn.
I want to add it as a missile exploder on my ship but if i use it, it will work only once.

ideas: Turnon/off
reset input (reenable rpg blocking, acting like a charging time or whatever)
resettime, -1 for once (default -1)
model? since it's an error. maybe just same thing as bullseye?
Kittos Creator 24 Jun, 2012 @ 8:11pm 
Probably misnamed entitys, on other peoples part I guess...
Po0ka 24 Jun, 2012 @ 6:06pm 
any ideas why beams are randomly turning red? my lightning is ddoing it sometimes, like, 2% chances, also with my bow... :C
Kittos Creator 26 May, 2012 @ 8:38pm 
Salthar, you pump out more idea's than I can even begin to think how to implement... lol
Po0ka 26 May, 2012 @ 8:49am 
ent_fire blop clearparentattachment, only clearing the attachment, can be useful
Po0ka 24 May, 2012 @ 6:41pm 
vehicles + game_ui, onpressedmouse3, can be useful as toggleable thingny
Po0ka 23 May, 2012 @ 5:17pm 
ent_color? :O
cr_dispatcheffect? :O
the dispatch one should work like the command, instead of that input. For that tesla zap thing, that would work by specifying the scale, number of beam, range, etc. But that zap would come out of the angles direction.
cr_dispatcheffect <ent name> <distance 1024> <flags 0> <magnitude 0> <scale 0> -- default values + usage.
Po0ka 7 May, 2012 @ 7:29pm 
env_starfield should have some spawnflags like:
Local only (only affects view, else, others can see the effect is active on someone)
Global (affects every players)
with outputs:
target (who to apply it on)
color/renderfx/rendermode/renderamt?

Imaging it's use, place it on a person, add a speedmod, some steam behind, and it does a cartoon like super speed effect. (or teleport effect.)
Po0ka 4 May, 2012 @ 8:25pm 
when a thing is bonemerged, why an object is shaking? it doesn't do that when on thirdperson, or just really rarely, but when someone else see bonemerge, they shake.
Po0ka 4 May, 2012 @ 6:15pm 
the trigger hurt, you should place the npcs in an "onhurtcreature"
Po0ka 4 May, 2012 @ 9:44am 
env_smokestack, you know at the end of it, it would be nice to have a "endspread" since basespread changes the start radius, but when high, it does a cylinder, it would be nice being able to make it big big at the end.
Kittos Creator 1 May, 2012 @ 5:35pm 
Idk if i can do a !activator/!self ect teleport D:
Kittos Creator 1 May, 2012 @ 5:31pm 
create_flashlight <targetname> <effect> is done, working on teleport
Po0ka 1 May, 2012 @ 2:13pm 
ent_teleport with activator, self, caller, picker, etc...
Po0ka 30 Apr, 2012 @ 6:55pm 
create_flashlight dev/dev_tvmonitor1a.vmt
would be awesome. Reloaded shot me this syntax, and it would be a nice addition :D
Po0ka 30 Apr, 2012 @ 5:19pm 
] user 13
User not in server.
] user 14
User not in server.
] user 15
User not in server.
] user 16
User not in server.
] user 17
User not in server.
] user_property
user_property <property id> <property value>
] user
Usage: user <username / userid>
] user 4674
User not in server.
] user pooka
TODO: SV_User_f.
Wtf???
Po0ka 23 Apr, 2012 @ 6:59pm 
That is awesome, but that's buggy D:
like, green screen appearing, or stuffs vanishing, etc...
Kittos Creator 21 Apr, 2012 @ 9:31pm 
lol, Im glad I reenabled it
Po0ka 21 Apr, 2012 @ 10:43am 
cl_leveloverview. That thing is awesome. Make commands for height of zoom, the turning, the max z that you can see, etc. would be awesome. :D
Po0ka 16 Apr, 2012 @ 5:45pm 
noclip 0|1, buddha 0|1, god 0|1, notarget 0|1
can be awesomely useful.
Po0ka 15 Apr, 2012 @ 3:26pm 
I was thinking about making a zombie surviving level, one that will work. With zombies attacking the props with a lovely ai_relationship_prop... c:
Kittos Creator 14 Apr, 2012 @ 8:08pm 
I better get coding XD
Po0ka 14 Apr, 2012 @ 11:22am 
npc_fastzombie, "allowed to jump : yes", "allow frenzy : yes", that frenzy is when after he hit you, he steps back, then starts yelling.
can be useful for intros, or for forbidding a fast zombie to jump roof to roof.
Po0ka 13 Apr, 2012 @ 1:41pm 
ent_fire blop clearuser1?
Po0ka 11 Apr, 2012 @ 3:27pm 
parenting the smokestack, smoketrail or whatever on a said entity so the moving is the same as the player, and not twisting at the location?
Nico said it is a temp ent, but adding a parent on a temp ent wwould be nice, but not with ent_fire, a followparent output would be nice.
Po0ka 10 Apr, 2012 @ 5:37pm 
ent_fire func_tank startfire|stopfire|fire
C:
Kittos Creator 7 Apr, 2012 @ 7:57pm 
Thats a good idea :D a "name" input that changes targetname could simplify stuff
Po0ka 7 Apr, 2012 @ 1:56pm 
Hey, add an ent_fire <ent> name <name>
as naming for targetname input, it would be awesome :D
Kittos Creator 15 Dec, 2011 @ 2:11pm 
The other one is for my servers
Po0ka 15 Dec, 2011 @ 1:18pm 
You have 2 groups for this? I noticed another one, with pink/black squares.