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Messages - HitmanVere

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1
Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: December 14, 2017, 04:30:32 am »

🤔

2
What kind of perk shaders/icons will you use for Perish? Black Ops 3 Der Eisendrache or your custom perk icons/shaders entirely?? Also 5 nit-picky things you should add to Perish that you may wanna consider  ;)

1. Breaks at the end of rounds
2. Colored text when you walk up to a certain perk. Ex "Press and Hold F to buy Double Tap 2.0"
3. When you knife, the character makes a grunt noise, a little extra detail :3
4. Specifically for Double Tap 2.0, when you walk up to the perk can it specifically say "Press and Hold F to buy Double Tap 2.0" instead of "Press and Hold F to buy Double Tap"?
5. Inspecting your weapon like in Modern Warfare Remastered  :cute: <3

Sorry if thats asking for too much I just really admire your work and im so excited for when Perish is officially released!!  :) :rainbow: :rainbow:

SoE icons (if I don't change them last minute), I like them way more than default BO3 ones.
1. I don't know, don't feel like it is needed
2. Feels dodgy, don't like that idea
3. Already added
4. Maybe
5. That is there already for melee weapons, making anims for the rest of the guns, nah fam

3
Map Releases / Re: [RELEASE] Greenhouse Survive & Defuse | Realism Mod 3.0
« on: November 12, 2017, 03:41:18 pm »
Smashing :gusta:

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: November 12, 2017, 03:37:36 pm »
Come to think of it, that too, the outside reminds me a lot of Nacht Der Untoten :o

lmao, just realized that those shots were from like over half a year ago. Fixed to have new shots, hopefully not updating until release ¯\_(ツ)_/¯

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: October 30, 2017, 11:27:58 am »
What exactly is left to be done? testing, bug smashing, polishing? because there is a lot of other people who just demand a link or something when clearly the progress bar shows "99%" ::)

Testing, polishing and waiting for two things that I could have fast, if I buggered people enough ¯\_(ツ)_/¯ Also, for two months lighting has been broken a bit, but finally found issue so got that fixed. Been just polishing areas and existing stuff while at it so it is as good experience as possible. Here, have a shot of a reworked bit in an area:

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: October 26, 2017, 09:41:56 am »
Hitman got stuck in a urinal, so there won't be no Perish  :'( :( >:(

Here's the proof: (Image removed from quote.)
You da smelly lying poo poo, I transfered PC near the urinal so now I can poop in it while working on map 
💯

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: October 23, 2017, 06:12:19 am »
is there a download link yet if not can you add one please i want to try this map. and also  :rainbow: RAINBOWS

You will find download link magically one day when the map is released 🤔

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: September 21, 2017, 04:17:29 am »
Hey, Drlilrobot finished his mindshare mod for moon on bo1, would it be possible that he could work on this map again? Or is he not into this anymore, too hard and stuff?

He helps me time to time with scripting when I ask for help so he is kinda working on map. We have almost finished the finale of Easter Egg, but we will see, if it will get extended /shrug

9
Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: September 08, 2017, 01:34:51 pm »
is their any videos out there showing the mapping of this project? im just extremely curious as to how yall even got this working.  ???

Showing me mapping would be same as WaW, lol. Main part was done by SE2Dev and Nukem, which was porting WaW stuff and rewriting some to work with BO1

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: September 03, 2017, 11:19:53 am »
I'm not sure what you're referring to, the past couple pages have been "I can't wait for release!" Even if there is some resentment (by majorly new users), it's you and only you that can release the map at the end of the day. Kick back and take it at your own pace, us patient people will do just that: be patient.

No no no, not here. Happened in other places mostly. Appreciate it though. I will try to get the map done soon as University started few hours ago (One course came online, so my summer vacation has ended) Need to concentrate on studies more than last year definitely

11
Modding / Re: [TUT] "Dual Render" Scopes
« on: September 01, 2017, 04:58:07 am »
can u do infrared on the inside but regular render on the outside? just asking for a friend that need an infrared scope attachment on the spas-12 silenced drum mag bipod with underbarrel shotgun.

also is akimbo possible? :please:

Don't give him ideas, lmao

12
Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: September 01, 2017, 04:51:14 am »
hey man its been a while since its gone to 100 percent completed. I really have great intentions to play it. but I cant because it hasn't made any improvement in a while. I think I'm speaking for everyone here when I say we want the map to be finished so we can play it and enjoy it. hopefully it will be done so we can play it. thank you for your time and goodbye.

It is not 100% yet, missing that 1%, lol. Anywhos, development has been really slow recently as I work with other people a lot on separate projects and tbh, I enjoy working on those more than this map due to all negativity revolving around it. + I hate to always say this, but waiting on assets. I need one new perk machine which is almost done, jingle for it (friend and I are working on it time to time), stats system so I can implement some cool stuff and ending fully fleshed out. If I could release the map now, I would, just so I can get away from everything that is caused by this map

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Scripting / Re: determine if node is inside of zone
« on: August 17, 2017, 01:45:47 pm »
Spawn model in origin of pathnode and check if that is touching zone

14
Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: August 17, 2017, 09:38:06 am »
Did the hype die off?

I get less comments about it nowadays since I haven't posted major updates recently, due to being burned out by the map almost completely. Development has been painful from the start so I am surprised I am so burned out year and a half later and not earlier. The map is not cancelled, people still are waiting for it and are hyped, all is good.

Im still checking this post everyday. The hype is real.

Ma man

15
Scripting / Re: help with bad syntax
« on: August 12, 2017, 02:06:09 am »
It is cos of this:
Code: [Select]
Random_Perk(entity_num)

Instead of:
Code: [Select]
		entity_num = (self.zm_random_char);

Random_Perk(entity_num)
{
if( IsDefined( self.zm_random_char ) )
{
entity_num = (self.zm_random_char);
}

switch( entity_num )
{
case 0:
perk_bottle SetModel("zombie_perk_bottle_revive");//quick revive
level.w_trigger sethintstring( "Press ^3&&1 ^7to get revive soda!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_revive" );
player SwitchToWeapon( "zombie_perk_bottle_revive" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_revive" );
break;
case 1:
perk_bottle SetModel("zombie_perk_bottle_jugg");//jugg
level.w_trigger sethintstring( "Press ^3&&1 ^7to get Juggernog!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_jugg" );
player SwitchToWeapon( "zombie_perk_bottle_jugg" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_jugg" );
break;
case 2:
perk_bottle SetModel("zombie_perk_bottle_doubletap");//doubletap
level.w_trigger sethintstring( "Press ^3&&1 ^7to get ze Root Beer!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_doubletap" );
player SwitchToWeapon( "zombie_perk_bottle_doubletap" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_doubletap" );
break;
case 3:
perk_bottle SetModel("zombie_perk_bottle_sleight");//speed cola
level.w_trigger sethintstring( "Press ^3&&1 ^7to get Speed Cola!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_sleight" );
player SwitchToWeapon( "zombie_perk_bottle_sleight" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_sleight" );
break;
}
}

Have:
Code: [Select]
		if( IsDefined( self.zm_random_char ) )
{
entity_num = (self.zm_random_char);
}

switch( entity_num )
{
case 0:
perk_bottle SetModel("zombie_perk_bottle_revive");//quick revive
level.w_trigger sethintstring( "Press ^3&&1 ^7to get revive soda!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_revive" );
player SwitchToWeapon( "zombie_perk_bottle_revive" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_revive" );
break;

case 1:
perk_bottle SetModel("zombie_perk_bottle_jugg");//jugg
level.w_trigger sethintstring( "Press ^3&&1 ^7to get Juggernog!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_jugg" );
player SwitchToWeapon( "zombie_perk_bottle_jugg" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_jugg" );
break;

case 2:
perk_bottle SetModel("zombie_perk_bottle_doubletap");//doubletap
level.w_trigger sethintstring( "Press ^3&&1 ^7to get ze Root Beer!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_doubletap" );
player SwitchToWeapon( "zombie_perk_bottle_doubletap" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_doubletap" );
break;

case 3:
perk_bottle SetModel("zombie_perk_bottle_sleight");//speed cola
level.w_trigger sethintstring( "Press ^3&&1 ^7to get Speed Cola!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_sleight" );
player SwitchToWeapon( "zombie_perk_bottle_sleight" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_sleight" );
break;
}

I suggest adding default case as well in switch in case entity_num goes undefined

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