Jump to content
TeardownMods

elboydo

Members
  • Content Count

    32
  • Joined

  • Last visited

  • Days Won

    2

File Comments posted by elboydo

    Banagnum From Karlson

       517    3

    Quick question, isn't this largely just a reskin of My Crestas Deagle from the functional weapons pack?
     


    As the codebase is almost identical, particularly the bits I'm most familiar with on projectile handling. The only real difference i see beyond some aesthetic text is just the vox model used. 

    Not having a go or anything, as making mods for the community is great to do. 

    However, it is best practice if you re-use the content of somebodies mods to perhaps ask them first if it's alright to heavily copy their code and reskin it, or at least reference them and their work in mod description. Of course some people may wish to put things out to re-use freely but if they haven't expressly said so then it is not good form to assume that they have. 
     

    Particularly as many modders want people to enjoy their mods but seriously don't want to commit to the labour of love that is modding just for somebody to copy it and claim it as their own. 

    Just saying, if you're going to re-skin or re-use massive parts of a mod, it's best to at last check with the original modder and reference them. 

    • Thanks 1
  1. 1 hour ago, XwarslayerX said:

    ok nvm, I just fixed it. I wasted a couple hours all because I accidentally left </script> in the level's main.xml... but all my weapons work again! now I just have to backup everything this time lol and try making a custom.lua thankyou 🙂

     

    I've been there many a time. If you are not already, i'd suggest checking out the in game editor, it makes life infinitely easier. 

    There's also now a debug mode in AVF which will sometimes hopefully tell you if it ran into any problems when initializing / running. 

    And yeah, backups are vital, i always back up when possible, just in case. 

    • Like 1
  2. 22 minutes ago, XwarslayerX said:

    omg, that would be so awesome! I'm really glad you made this to begin with too. thankyou 🙂

    Gravity and dispersion coefs have been added with the custom config .lua script updated to show making a tanks third shelltype into extremely slow shells not impacted by gravity. 

     

    Both gravity and dispersion coefs work as a value where 1= default, 0 = no gravity, 2 = double gravity. 



    If you haven't already, i'd suggest using the AVF_custom.lua to config your vehicles and wrap each one in the editor with its own script, such as renaming avf_custom to sweetTooth.lua for our sweet tooth vehicle, with its own weapons and stuff in there. 



    This is how i did it for one of the t90's with the contents of the AVF_custom being the weapon configs for that tank
    wrappedScript.thumb.png.f5c843c94b29bb331021dcc8bf896395.png

     

    Hopefully this makes sense and it works how you'd hope, if there's anything else or any issues then feel free to let me know and i'll see what i can do 🙂 

    • Like 1
  3. 31 minutes ago, XwarslayerX said:

    I'm having trouble with making the weapons from twisted metal. I had to make gravity 0 to get slow moving projectiles that don't immediately hit the ground, but now I need gravity for other weapon types lol. I'm not at all a programmer, but I've messed around with games a lot. I turned gravity back on, then tried doing like

    elseif(gun.highVelocityShells)then

    gravity = Vec(0,0,0),

    after the gravity = Vec(0,-25,0), any ideas?

     

    I'll look into adding a gravity coef parameter for shellTypes in the next couple of updates for you, then it should be possible to make shells less impacted by gravity. For the time being, sadly, there's not a great deal that can be done until it's updated.

    • Like 1

    T-90 MBT

       1,707    4
    2 hours ago, hushkex said:

    nvm im new to  this )

     

    NP hopefully you got it working.

    there is an expanded map in the works with multiple vehicles that will be very fun to play with! 

    BMP w working turret

       3,220    7

     

    On 11/13/2020 at 7:17 PM, TheBrigadier said:

    I am having a hard time with putting files in the right spot, I couldn't shoot it but the vehicle is amazing.

    sorry, next update i'll change it to a simple zip instead of having all the loose files. 

     

    On 11/13/2020 at 7:16 PM, TheBrigadier said:

    did you need a code or script to make doors?

    Doors are all joint based, turret is scripted

     

     

    On 11/13/2020 at 7:29 PM, Joep said:

    nice update

    Honestly not sure what the last update was, i think it was mg and rocket functionality. 

    I am currently doing a rework with something that would make the gun control mroe awesome alongside a cheeky new map + vehicle. 

    • Like 1
×
×
  • Create New...

How to Disable AdBlock - And why you should do it?

I have disabled AdBlocker. Refresh the page.