Yay, Coldfeet.
so, Muzzle, are you going to send links to the Dlls and stuff?Yup. Expect them soon.
so, Muzzle, are you going to send links to the Dlls and stuff?Yup. Expect them soon.
muzzle, did u add a shake when the rocket launcher explodes? i hadn't noticed one beforeYa, i though its a nice effect. Screenshakes are also caused by MP5 grenades, handgrenades, satchels, tripmines, and any other type of explosion.
that was some odd english Muzzle.I hope its not getting annoying after a while. Oh well.
Or did you just find a site with the right tuts and copy+paste the right code?Kinda.
Edit:Crap. Im still a n00b at C++, i have never coded a new single entity before.
MuzzleFlash, ive been wondering if there would be a way to put something in your map to disable saving via code. my entire part is timed to a song, luckly I have found a way so that currently, if the player saves and loads in my part it will generally pick up where it left off. but now comes the problem that if the player is being slow, he won't have enough time to disarm the bomb. and if he saved at a point where there was no possible way to get to the bomb in time, then the player would either be forced to cheat or find an older save.
so im just wondering if it would be a way to have an in-game entity coded in that could be triggered to disallow or allow quicksaving. it really doesn't sound that hard to do to me. so could you give it a quick thought?
so muzzle, is that code possible?What code.
Just work on your own map and once we're all done, one member (i'm almost certain muzzleflash agreed to do this ages ago) will take all the .rmfs, add suitable changelevels and then send us them back for us to compile.Aye.