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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.
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?
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.
to get the full list of every animations of the specified model.
Would solve the problem of going in hammer to find it.
̲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
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.
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.
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.
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
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?
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.
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.)
would be awesome. Reloaded shot me this syntax, and it would be a nice addition :D
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???
like, green screen appearing, or stuffs vanishing, etc...
can be awesomely useful.
can be useful for intros, or for forbidding a fast zombie to jump roof to roof.
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.
C:
as naming for targetname input, it would be awesome :D