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Messages - RDV

U could modify ur character.

This is a stock one.

main()
{
codescripts\character::setModelFromArray(xmodelalias\char_ger_honorgd_bodyzalias::main());
self.headModel = codescripts\character::randomElement(xmodelalias\char_ger_honorgd_zombieheadalias::main());
self attach(self.headModel, "", true);
self.voice = "german";
self.torsoDmg1 = "char_ger_honorgd_body1_g_upclean";
self.torsoDmg2 = codescripts\character::randomElement(xmodelalias\char_ger_hnrgrd_body1_g_rarmoffalias::main());
self.torsoDmg3 = codescripts\character::randomElement(xmodelalias\char_ger_hnrgrd_body1_g_larmoffalias::main());
self.torsoDmg4 = codescripts\character::randomElement(xmodelalias\char_ger_hnrgrd_body1_g_torsoalias::main());
self.torsoDmg5 = "char_ger_honorgd_body1_g_behead";
self.legDmg1 = "char_ger_honorgd_body1_g_lowclean";
self.legDmg2 = codescripts\character::randomElement(xmodelalias\char_ger_hnrgrd_body1_g_rlegoffalias::main());
self.legDmg3 = codescripts\character::randomElement(xmodelalias\char_ger_hnrgrd_body1_g_llegoffalias::main());
self.legDmg4 = codescripts\character::randomElement(xmodelalias\char_ger_hnrgrd_body1_g_legsoffalias::main());
self.gibSpawn1 = "char_ger_honorgd_body1_g_rarmspawn";
self.gibSpawnTag1 = "J_Elbow_RI";
self.gibSpawn2 = "char_ger_honorgd_body1_g_larmspawn";
self.gibSpawnTag2 = "J_Elbow_LE";
self.gibSpawn3 = "char_ger_honorgd_body1_g_rlegspawn";
self.gibSpawnTag3 = "J_Knee_RI";
self.gibSpawn4 = "char_ger_honorgd_body1_g_llegspawn";
self.gibSpawnTag4 = "J_Knee_LE";
}

Remove this and it should stop spawning gibs.

self.gibSpawn1 = "char_ger_honorgd_body1_g_rarmspawn";
self.gibSpawnTag1 = "J_Elbow_RI";
self.gibSpawn2 = "char_ger_honorgd_body1_g_larmspawn";
self.gibSpawnTag2 = "J_Elbow_LE";
self.gibSpawn3 = "char_ger_honorgd_body1_g_rlegspawn";
self.gibSpawnTag3 = "J_Knee_RI";
self.gibSpawn4 = "char_ger_honorgd_body1_g_llegspawn";
self.gibSpawnTag4 = "J_Knee_LE";
1387 days ago
Overriding stock assets only works with a mod atm. Also characters are handled different this time. You have to make a charactercustomizationtable. There is a example in ape: mods_character_customization. But it will only work with a mod at this time. In the next update this should be fixed.
1388 days ago
Try set Vertex Normal (Select all the meshes first ^^)

Maya 2012:



Maya 2016:

1408 days ago
Do you have FX>Fx Rendering Enabled checked in the options menu?
1414 days ago
Dempsey, Richtofen, Nikolai & Takeo are entering the undead graveyard for Halloween, you know its gonna be fun already!

For the Halloween holiday season a bunch of us original alpha testers on the modtools decided to embark on a little spooky project.

This was only a week ago and we are thrilled to present you with this Zombie level which was a team effort in bringing a lot of what we have been testing and implementing since the modtools were released.


Screenshots:

Sorry but you are not allowed to view spoiler contents.



Here are some of the features present in the level:

- Custom weapons
- Imported music, voxes, models
- Custom Dog Ai and new model
- Custom scripting for various aspect *we'll let you discover those ;)
- Custom FXs

And of course the usual suspects:

- Few perk machines (there are other ways to get perks!)
- Wall buys
- Mystery Box
- PAP Quest
- EEs



Now for the credits, thanks all!

Layout, Mapping, Level Design: Zeroy
Main scripting: Ardivee & Makecents
Weapons: TitoPricus, ConvictioNDR, Rollon
Music: Mainly Treyarch, some from Paul Christoforakos
Research and various help: Wakka, Ray1235
Additional Scripting: Nate Smith
Pumpkin Voice: Madgaz
Tools : DTZxPorter (Wraith) - Bram (modtools helper)
Electric Cherry Model by Jbird632


!!!Happy Halloween!!!
1425 days ago
That's not a fix lol, u have to use probes to fix that.
1445 days ago
U need to place a weathergrime volume, this applies a texture on the red area. Check the combine/giant for example.
1453 days ago
Delete your mapname.ff in usermaps/mapname/zone/

Also you xpak keeps growing each time you compile. :) So keep that in mind till it's fixed
1459 days ago
Try  \n that should work.
1460 days ago
Also a update on the HUD:

1498 days ago
New loadscreen (Credits to SirJammy for making this)
1499 days ago
UPDATE INBOUND:






Map should be released soon :D
1509 days ago
CoDWaW Sound Tool v0.1



This is the release of my sound converter, this will reduce your sound sfx size a lot.

Short Instructions:

Make sure your sound is a .wav file and has no spaces in it :) Then just drag n drop the file and it will be converted. A folder called "converted" will be created automatically in the same directory as the program.

*Note*

Not all .wav codecs are supported.



I'll have a tutorial video up soon for the people who don't understand, please report any bugs through pm.
1524 days ago
I Found a bug:
When brutus spawned,he spawned in a zone where i did not open
and stayed there till i opened the door

That's a new one :) Thanks for reporting, the other we are already aware off.
1569 days ago
Bug Report:
Sorry but you are not allowed to view spoiler contents.

Thanks for the bug report, we did also find that bug. The fix is almost done :)
1584 days ago

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