I'm picking up the idea of the "Damage Volumes" thread because I had an idea before. I thought it's better to make a new topic since this idea goes a bit deeper than just a comment in the other thread.
I guess there are many who wanted to have a hurt-material, so it isn't a new idea. When I wanted to use it, I thought that if there was a hurt-material, there would be other martial requests because people come up with more than that.
So basically, this is just a concept idea and nothing like a perfected suggestion.
What if the materials weren't preset, but they would work like textures. There would be a default material-configuration, and the possibility to create your own map-specific material configuration in the map cfg file (after using materialreset, similar to texturereset).
The player could give every material a name and define its functions, for example how much damage it causes, if it's clipped, if it's water, lava or air, the color it has and so on. It would allow you to easily merge two materials like water and death. I'm aware that it's already possible to add two materials in the same area, but it would be a lot simpler and less confusing to not have two overlapping materials, but a self defined "water-death" material (or however you want to call it in your cfg).
It could also be possible to make the material execute a row of commands, for example kill the player after or keep damaging him during a certain amount of time, or make him drop the flag - it would be up to every mapper to create his own materials.
The water, air, noclip and other commands would be replaced by something like /addmaterial [slotnumber], and the material menu would adapt itself to the material configuration, i.e. adding a guibutton with the chosen name of the material that adds it to the map.
I realise that most likely there won't be someone who's implementing all this because I suggested it, it's rather just an idea that you can think about and leave a comment if you want.
I've tried f12, I've tried /screenshot, but the game doesn't seem to want to take pictures.
It lags a bit like it's TRYING to write some data, but nothing shows up anywhere. The console doesn't show anything either, I've tried specifying a folder for it so save to, but no dice. I've tried specifying a file name, nothing.
I don't know what I'm doing wrong.
I've wanted these for a long time, and I imagine that several other people have as well..
A material with same idea as DEATH in the aspect of sucking health away, but it damages by X amount per second rather than instant death.
It would greatly help in adding effects such as fire, perhaps acid, or hot surfaces, where the player is damaged more and more as they stand in the danger zone.
For simplicity sake, nobody really NEEDS a gui for it either, and the material could be added to a map via a command such as "/damagemat 30" the 30 being the amount of damage per second.
Give me some feedback please
Using the /hudgunsdir thingy, i could use the classic, ctf, solaris, and trooper hudguns, but when I try putting the weapons folder of Blood Frontier into Sauer then using the command, it doesnt work!
Please help me!
I'm new and I don't know what to do!
there are a few things what need to be fixed.
i often want to know whats postet recently but in the "recent content" there are all maps mods script mixed with the forum threads o.O
please fix that eventually
noob code:
if $forum [
title = "last forum post"
loop a 20 [
$lastforumpost
] [
title = "recent content"
loop a 20 [
$mapsmodsetc
]
]
please post here all your general suggestions to make quadropolis a better place ;)
for way bigger things like the voting system make your own
I was trying to use the old assassin editions hudgun, the crossbow, but upon using the command /hudgunsdir all of my hudguns disappeared, and hudgun 1 won't bring it back. I'm going to attempt replacing the hudguns dir with a fresh copy.
Can anyone get the crossbow model to show up and animate right as the rifle hudgun?
thanx,
Is the kill on the client or the server?
Lets say you are playing and you see someone in spot A. But in reality the player already moved to spot B. If you shoot at spot A, does it kill him? Because of lag, you dont have the information the player moved to spot B so you still see him in spot A.
If that is true, the client/game sends a kill message to the server saying something like "hey server, I killed ___, register it" or what happens is this.. you shoot in spot A, send the message to the server like "I shot in spot A, see if I killed ___" the server checks it if you killed or not.
What is it? :p
I would like to have some personal statistics in the profile :D
like
points total
points average
maps uploaded total
scripts uploaded total
mods uploaded total
and maybe a few more personal settings and informations
G'day Quadropolites, recently you may have noticed some changes to the way the rating system works, and now that I have it refined to Nieb's tastes I'm here to tell you what's up, and how it all is supposed to work; but before you comment, please understand that while the new system is open to refinement, it won't be removed or changed back.
Points instead of stars..
Something is better than nothing..
Sticks and stones may break my bones..
Automatic conversions..
So, while it may take a little adjustment, and there's far more gray area in what constitutes a "good rating"; we're hoping you'll like the new system better than the last and feel more inclined to give your two cents by rating a node. Don't be shy, you're just a click away..