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Posts posted by axeman
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Try disabling all mods then merge them back in one at a time.
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Yes, you will need to follow the class structure of Epoch so the 'Building' is detected.
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Thanks for the advice, we still have server hosts supporting us and regular feedback and chats with the ones that are still participating. Not sure what the 0.3 delay was, maybe we weren't ready.
Am really anti drama, think I might skip NAPf and go for something else... all yours Richie.
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Loads of new custom loot positions for Epoch Lootable Objects.
Testing Cultist (Changing Vars in MIssion).
Confirmed that Cultist is working as intended now to see if he can spawn a little more often.
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Well NAPF is next in the list, we have the authors permission. Let's see how the port goes. As for speculation, I have no idea what you're on about, plain speaking and what is put in front of me is how I roll.
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[Fixed] Crafting now works again. Temporarily broken due to experiment with custom Crafting Classes (Water Sources).
[Disabled] CUstom water sources, for now.
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Think this deserves a pinning :)
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Nice work.
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NAPF it is..
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Am not aware that it's a current issue but updates are flying out all the time on the experimental branch. Do you have any addons installed to the server?
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Sorry, misread the op. For modelling look at blender.
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How did you apply the texture in the first place?
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Couldn't you create a new weapon class, using the original weapon as the base class, then add your skin?
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Since our testing on Linux, I believe we've been much more aware of the case sensitivity requirement, at least under that environment.
Standards are always good, getting everyone to follow them :) am probably equally guilty as some days code just pours out, you gotta get it down when that happens and inevitably it goes into testing with the good intention of tidying it up later..
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When you are ready to pack into your mission pbo do a find replace on whitespace and carriage return / line feeds. Compare the file sizes :)
Edit: be a little careful though, is easy to break your code.
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The units / uav are way overdue for an update. Want to leave them in as an option but use the UAV for more nefarious tasks :) is mostly built as a mission / task and am hoping to showcase /test on the dev playground soon.
Something AI for the weekend..
in Discussion
Posted
Hmm, food for thought. The routine could be applied to agents, they do have a habit of pathing regardless of where you send them and the code would need tweaking as it currently used setVelocity rather then worldspace positions for its next target position.
Am looking to add object avoidance next. Is definitely currently more suited to a free flying object.