If Monster counts, I go through Monster withdrawals whenever I don't have 1 like every day. I've started going to just Fridays for Monster and that's it, but, man, the withdrawals suck. You get headaches, sort of itchy, and just feel down.
Kek I love Monsters but I've never drank them compulsively like that. That sounds like a regular fucking drug man.
Damn, that sounds bad. There is a local spice problem, never going to try it though. Only smoked weed, probably going to buy some LSD but it's pretty expensive in comparison.
I mean, if someone told you that it was a new song and didn't tell you the band you would still like it no? I think it sounds cool even if it isn't old metallica
The whole thing is that it's mediocre, people expect better music seeing as it's a band that has produced much better music in the past.
Hello! I'm hoping that the directional arrows that point to other players in the coop modes are toggleable with a DVAR. I don't know if they were scripted or not, but I can't find seem to find a DVAR that doesn't hide the whole hud, and I don't see them anywhere in the client scripts. So the question comes to this: Is there a DVAR to toggle them, or are they done in menu files?
I really disliked the IW reveal, but the zombies actually seems interesting. Looks like they're making the mode more casual which is a good thing, zombies is getting stale. Becoming more focused on having fun then being rewarded for skill may alienate the more hard-core players but I think for a series like CoD where it's been a straight cash-grab for the last few years, it's a good move for Activision. I can't really say for certain though, they are directly copying many facets of Treyarch's zombies, but I think having a new developer with a new direction is great.
Also, I really like our cast: Hasselhoff, Pee-wee Herman, Snooki, and ScHoolboy Q. That Go Getem Tiger shirt is probably the best thing to come out of all this so far.
Surprised nobody has answered this already, but that's a known issue with T4M. In the texture settings, change to manual if on automatic, then make sure they are not all on extra.
Wouldn't say that, we got someone making a bo1 map, give it time and BO2 will get it too, in a year or 2 lmao
Crowzo for BO1 we got all the mod tools except for Radiant, Black Ops 2 doesn't even support loading mods AFAIK. Whole thing is a big hack, unlike the proper tools we have for BO1.
For some reason, suddenly my 3rd-Person models could not be found. So after a little bit of detective work, I added the following to my _patch so that the xmodels are included.
However, for some reason in-game the characters are hunched over. And, whenever I restart my map, the gun shows up in the player's face. This happens for EVERY restart, but never for the initial load.
Fog by default is defined in your map's _art.gsc file. This should be found at MAPNAME/maps/createart. Make sure there aren't any // on the same line before "level thread fog_settings();".
Look for something like the following in your file, that's what will control the fog:
Should be self explanatory, change the numbers after the equals to your desired values. Make sure to leave the ; alone.
As for the sand, you already know it's an FX you want. Look into UGX's Easy-FX if you want an easy way to set it up.
If you need further clarification, just leave a reply.
Don't be afraid to give me some tips to improve my animation skills! In fact, I like reading that kind of stuff like for example this
That's great to hear, and in the future I will. I usually only give constructive criticism yet people still get on the defensive when I'm only trying to help them.
*Prestige currently does not instructions at the moment.
Installation: Place in mods/MAPNAME/maps and replace if necessary. Place ranktable.csv into mods/MAPNAME/mp. Include in .IWD. (ranktable.csv is in the same folder as this file.)
Change the settings below to fit your preference. Remember to compile mod .FF and .IWD files. To enable Prestige, please see the instructions contained in the parent folder.
Script usage: Call any of the following on a player _challenges_coop.gsc::getRank() returns the current rank. _challenges_coop.gsc::getPrestigeLevel() returns the current prestige. _challenges_coop.gsc::getRankXP() returns current XP.
I'll be honest, I didn't expect this vid to show up on UGX's main YT channel
I notice everything that could be improved as I would like my animations to be treated in the same fashion, mainly that lurch is the only big I think really needs to be improved.