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Messages - Paragalor

I got batteries for my 14th birthday.
12 years ago
Just more options for people to effectively stalk me.  :poker:
12 years ago
Thank goodness you actually understand that, and just let me know if you need further assistance. :D
12 years ago
Do you know what the first line of that script is?
12 years ago
Welcome, don't believe I ever got to meet you on ZM.
12 years ago
First off, this is possible. You can change the projectile model in the weapon file for the knife. As for sticking where shot and such, this is much like the crossbow. You're going to have to do a fair amount of scripting. Here's an excerpt from the crossbow gsc:

Code Snippet
Plaintext
self.bolt_stuck = false; //init
for (;;)
{
self waittill("projectile_impact", weapon, point, radius);
switch(weapon)
{
case "crossbow_exp":
wait 0.1; //give the sticky func a chance to set the var before checking it
if(self.bolt_stuck != true)
{
time = 2.1;
bolt = spawn("script_model", point);
bolt.angles = self getplayerangles();
bolt setModel("t5_weapon_crossbow_bolt_world_exp1");
bolt thread crossbow_sound(time);
bolt thread crossbow_fx(bolt, time);
wait time;
thread crossbow_explosion_sound(bolt);
PlayFXonTag(level._effect["crossbow_explode"], bolt, "tag_fx");
earthquake(0.4, 1, bolt.origin, 400);
bolt radiusDamage( bolt.origin, int(level.zombie_health * 0.8), int(level.zombie_health * 1.5), 350, self, "MOD_GRENADE");
bolt hide();
bolt notify("death");
}
break;
}
}

We can fairly easily modify this for purposes of the ballistic knife:

Code Snippet
Plaintext
for (;;)
{
self waittill("projectile_impact", weapon, point, radius);
switch(weapon)
{
case "ballistic_knife":
wait 0.1;
knife = spawn("script_model", point);
knife.angles = self getplayerangles();
knife setModel( **knife model name here** );
trig = spawn("trigger_radius", point, 0, 40, 40);
trig waittill("trigger", player);
current_ammo = getWeaponAmmoStock("ballistic_knife");
max_ammo = 5 // (for the sake of argument, the max ammo is 5)
if(current_ammo < max_ammo){
ammo_to_add = current_ammo + 1;
player setWeaponAmmoStock("ballistic_knife", ammo_to_add);
knife hide();
knife delete();
}else{
// keep the pickup available for another time
}
break;
}
}

You can just thread that somewhere and it should be okay.

As for the Bowie knife showing up when you acquire it, that's simply a matter of detecting if you have the knife and changing the model, which could just be a whole other weapon. Like so:

Code Snippet
Plaintext
for (;;)
{
players = get_players();
for(i = 0; i < players.size; i++){
if(players[i] hasPerk("specialty_altmelee") && players[i] hasWeapon("ballistic_knife")){
players[i] takeWeapon("ballistic_knife");
players[i] giveWeapon("ballistic_knife_bowie");
}
}
}

That's about it. ;D
12 years ago
*breaks the ice*
so what about them gay cowboys?

12 years ago
Please enjoy this completely irrelevant video.

12 years ago
Skyrim shouts.
12 years ago
Glad to have so many people on this site from so many different parts of the world! Welcome! :)
12 years ago
Well if it isn't the sarge... Glad to have you here. :)
12 years ago
Just noticed your sig, on which servers do you play LoL?

NA, I believe I get pretty good ping on the EUW and EUN servers also.
12 years ago
I remember my first "map"... Two rooms, all perks and PaP in one room, with a Wunderwaffe that cost 10 points. Oh, the olden days... xD
12 years ago
Wilkommen zu UGX!
12 years ago
Paragalor could make one instead  :o

A'ight, I'll get to it.
12 years ago
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