View unanswered posts | View active topics It is currently Fri Mar 29, 2024 2:27 pm



This topic is locked, you cannot edit posts or make further replies.  [ 9 posts ] 
 Skull. 
Author Message
User avatar

Joined: Fri Mar 21, 2008 4:09 am
Posts: 65
Reply with quote
Post Skull.
Oh, is that, yes, it is! Ew, a skull!

No really.


With the minor mod Compendium closed, I'll just put it here. If you find any bug/glitch, or have a suggestion of any kind. Feel free to flame if you think that no mod should be posted with only one component. Doesn't bug me. Where else could I have posted it? And if and/or when you ask if this is my first mod, the answer is no. I've got like 6 other mods that aren't finished yet. A series of tests, if you will. This one, in particular has helped me understand gibs.


Sun Dec 28, 2008 6:07 am
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Reply with quote
Post Re: Skull.
looks like a decent application of gibs, better if you could have it on the ground without a name as a scene object.


Sun Dec 28, 2008 6:20 am
Profile WWW
User avatar

Joined: Fri Mar 21, 2008 4:09 am
Posts: 65
Reply with quote
Post Re: Skull.
I haven't tweaked with Bunker Modules or Scene Objects yet. I'll be sure to try it soon. But, my current project is finishing the offsets on the G36 I've been working on.


Sun Dec 28, 2008 6:27 am
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Reply with quote
Post Re: Skull.
its fine, its just that the name "skull" appears above it. you dont need a bunker module for it.


Sun Dec 28, 2008 6:32 am
Profile WWW
User avatar

Joined: Fri Mar 21, 2008 4:09 am
Posts: 65
Reply with quote
Post Re: Skull.
Oh, yeah. With build 22's new bomb features, that can't be fixed :/ (To my limited knowledge).


Sun Dec 28, 2008 6:53 am
Profile
User avatar

Joined: Sun Nov 11, 2007 1:49 pm
Posts: 785
Reply with quote
Post Re: Skull.
This is a pretty small mod, smack it into the minor mod compendium next time :)


Sun Dec 28, 2008 1:55 pm
Profile
User avatar

Joined: Thu May 15, 2008 11:40 am
Posts: 1527
Location: In heaven, everything is fine.
Reply with quote
Post Re: Skull.
war_man333 wrote:
This is a pretty small mod, smack it into the minor mod compendium next time :)


It's closed, that thread.


Sun Dec 28, 2008 2:45 pm
Profile
Banned

Joined: Tue Aug 26, 2008 6:09 pm
Posts: 432
Reply with quote
Post Re: Skull.
war_man333 wrote:
This is a pretty small mod, smack it into the minor mod compendium next time :)
Be glad he acknowledged its existence.


Sun Dec 28, 2008 2:48 pm
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Reply with quote
Post Re: Skull.
i know it cant be fixed, unless perhaps you ♥♥♥♥ about with invisible actors who gibbed as they hit the ground and activated the TDExplosive with that snazzy new variable (if that works) and you have the TDExplosive a massive timer.. still, that would be hacky and end up with skulls exploding everywhere after a while.


Sun Dec 28, 2008 11:18 pm
Profile WWW
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.   [ 9 posts ] 

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.068s | 15 Queries | GZIP : Off ]