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-   -   [DOD:S] Fireworks 1.2 (https://forums.alliedmods.net/showthread.php?t=83341)

Silent_Water 01-13-2009 03:39

Re: [DOD:S] Fireworks 1.2
 
Quote:

Originally Posted by V0gelz (Post 742926)
Nice job, ill update mine with those spheres you made if you don't mind? =) they look sweet

Yes, please use it as you like - I've tried a lot settings to make them look sweet :) And thank you for your ideas - as I mentioned I've used some code and ideas from you without asking. Sorry :oops:

Kahless 01-14-2009 02:50

Re: [DOD:S] Fireworks 1.2
 
Apparently these fireworks are fatal? BTW is there anyway to say program in shapes to explode?

Silent_Water 01-14-2009 04:02

Re: [DOD:S] Fireworks 1.2
 
Quote:

Originally Posted by Kahless (Post 743826)
Apparently these fireworks are fatal? BTW is there anyway to say program in shapes to explode?

Sorry I quite don't understand - what is fatal? And what should the program do? Please explain :)

If you want, that there is a check if the fireworks collides with objects (buildings, trees, whatever...), this can't be done.

Kahless 01-14-2009 04:31

Re: [DOD:S] Fireworks 1.2
 
Fatal as in it can kill players. Fatal = Death I was just letting you know this problem is mostly on Avalanch as teh fireworks explode int eh sniper window. My other question was are the firework explosions random or can you program in a pattern.

Silent_Water 01-15-2009 04:55

Re: [DOD:S] Fireworks 1.2
 
Quote:

Originally Posted by Kahless (Post 743850)
Fatal as in it can kill players. Fatal = Death I was just letting you know this problem is mostly on Avalanch as teh fireworks explode int eh sniper window. My other question was are the firework explosions random or can you program in a pattern.

Ooops - I didn't know that. But maybe I can fix this by a simple option. Well, fireworks in RL can also be lethal if you get too close :)

At the moment it is completely randomized. I could make a pattern variable where you can decide what to do in what order.

Astron 01-15-2009 08:07

Re: [DOD:S] Fireworks 1.2
 
Impessive plugin, maybee maide thise plugin fo TF2. :)

V0gelz 01-15-2009 18:53

Re: [DOD:S] Fireworks 1.2
 
Quote:

Originally Posted by Silent_Water (Post 743238)
Yes, please use it as you like - I've tried a lot settings to make them look sweet :) And thank you for your ideas - as I mentioned I've used some code and ideas from you without asking. Sorry :oops:

Yea it's no problem for now but ask in the future. And ye i'm gonna play with this more. Maybe add more effects.

B!ggles 01-16-2009 16:18

Re: [DOD:S] Fireworks 1.2
 
Nice work on this plugin, adds variety and interest. Lots of positive comments so far.

scumbucket 02-04-2009 20:45

Re: [DOD:S] Fireworks 1.2
 
[SM] Native "FindEntityByClassname" reported: "FindEntityByClassname" not supported by this mod

18:35:34 L 02/04/2009 - 20:35:35: [SM] Debug mode is not enabled for "dod_fireworks.smx"

18:35:34 L 02/04/2009 - 20:35:35: [SM] To enable debug mode, edit plugin_settings.cfg, or type: sm plugins debug 11 on

Any ideas on why I am getting these errors and it is not working?

Thanks!

Kahless 02-04-2009 20:52

Re: [DOD:S] Fireworks 1.2
 
Turning on debug mode might give us the answers.


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