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[DOD:S] Fireworks 1.2


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Silent_Water
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Join Date: Sep 2008
Old 01-13-2009 , 03:39   Re: [DOD:S] Fireworks 1.2
Reply With Quote #11

Quote:
Originally Posted by V0gelz View Post
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
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Kahless
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Join Date: May 2008
Old 01-14-2009 , 02:50   Re: [DOD:S] Fireworks 1.2
Reply With Quote #12

Apparently these fireworks are fatal? BTW is there anyway to say program in shapes to explode?
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Silent_Water
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Join Date: Sep 2008
Old 01-14-2009 , 04:02   Re: [DOD:S] Fireworks 1.2
Reply With Quote #13

Quote:
Originally Posted by Kahless View Post
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.
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Kahless
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Join Date: May 2008
Old 01-14-2009 , 04:31   Re: [DOD:S] Fireworks 1.2
Reply With Quote #14

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.
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Silent_Water
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Join Date: Sep 2008
Old 01-15-2009 , 04:55   Re: [DOD:S] Fireworks 1.2
Reply With Quote #15

Quote:
Originally Posted by Kahless View Post
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.
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Astron
Junior Member
Join Date: Jan 2009
Old 01-15-2009 , 08:07   Re: [DOD:S] Fireworks 1.2
Reply With Quote #16

Impessive plugin, maybee maide thise plugin fo TF2.
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V0gelz
Senior Member
Join Date: Jun 2004
Old 01-15-2009 , 18:53   Re: [DOD:S] Fireworks 1.2
Reply With Quote #17

Quote:
Originally Posted by Silent_Water View Post
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
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.
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B!ggles
Junior Member
Join Date: Jul 2008
Old 01-16-2009 , 16:18   Re: [DOD:S] Fireworks 1.2
Reply With Quote #18

Nice work on this plugin, adds variety and interest. Lots of positive comments so far.
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scumbucket
Junior Member
Join Date: Jun 2007
Old 02-04-2009 , 20:45   Re: [DOD:S] Fireworks 1.2
Reply With Quote #19

[SM] Native "FindEntityByClassname" reported: "FindEntityByClassname" not supported by this mod

1854 L 02/04/2009 - 2055: [SM] Debug mode is not enabled for "dod_fireworks.smx"

1854 L 02/04/2009 - 2055: [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!
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Kahless
Member
Join Date: May 2008
Old 02-04-2009 , 20:52   Re: [DOD:S] Fireworks 1.2
Reply With Quote #20

Turning on debug mode might give us the answers.
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