Результаты поиска
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Сообщений: 523
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Опубликовано: 26.06.2011, 14:04:30
if Wormpot.SuperFirearms == true then -- Homing Seagull SetData("Text.kWeaponHomingMissile", "Mewa Samonaprawadzajaca") local ContainerLock, Container = EditContainer("kWeaponHomingMissile") Container.DisplayName = "wp.1" Container.AvoidsLand = "true" --- ????? Container.CameraId = "DonkeyCamera" Container.Scale = 1.5 Container.ArielFx = "WXP_Wep_Sentry_Hit" Container.VerticalLandAvoidanceDistance = 15 Container.ForwardLandAvoidanceDistance = 15 Container.VerticalLandAvoidanceForce= 15 Container.ForwardLandAvoidanceForce = 15 Container.Stage3Duration = 0 Container.Stage2Duration = 10000 Container.Stage1Duration = 300 Container.OrientationProportion = 100 Container.MaxHomingSpeed = 0.35 Container.LifeTime = 10000 Container.LandDamageRadius = 65 Container.WormDamageRadius = 80 Container.ImpulseMagnitude = 0.4 Container.ImpulseRadius = 100 Container.WormDamageMagnitude = 75 Container.PayloadGraphicsResourceID = "D09_05" Container.WeaponGraphicsResourceID = "D09_05" Container.IsAffectedByWind = "true" Container.FxLocator = "locator1" Container.AnimTravel = "WXM_SGull_WingFlap" Container.WXAnimAim = "AimGrenade" Container.WXAnimDraw = "DrawThrown" Container.WXAnimHolding = "HoldThrown" Container.WXAnimFire = "" Container.WXAnimTaunt = "" Container.LaunchSfx = "WingFlap" Container.ArmSfxLoop = "WingFlap" Container.ArmSfx1Shot = "WingFlap" Container.PreDetonationSfx = "WingFlap" Container.DetonatesOnExpiry = true CloseContainer(ContainerLock) end Mean this?
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Сообщений: 523
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Опубликовано: 26.06.2011, 15:17:54
Game use this ID.Добавлено (26.06.2011, 15:17) --------------------------------------------- All ID can find in this forum: http://w4-tweaking.bb-fr.com/
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Сообщений: 523
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Опубликовано: 08.07.2011, 16:49:37
I'ts 100% partwtwk. Think hard get better effect than this using models. Coming soon show my work.
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Сообщений: 523
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Опубликовано: 18.07.2011, 14:28:22
This is example strings for sounds. Wormx.Cap have all info what if what. This same but in hex code is in Sob files. Please for peoples for try with me find something about this strings because it's help decode quickler Sab format :).
Sob info: <name>mufronte</name> <notes></notes> <interleavedItem> <name>mufronte</name> <notes></notes> <mixGroup></mixGroup> <flags>128</flags> <level>0</level> <cents>0</cents> <ambient>0.000000</ambient> <minAmbient>0.000000</minAmbient> <retrigger>0</retrigger> <pan>0.000000</pan> <randomPan>0.000000</randomPan> <sampleItem> <sampleBankIndex>36</sampleBankIndex> <sampleObjectIndex>0</sampleObjectIndex> <level>-5.000000</level> </sampleItem> <sampleItem> <sampleBankIndex>36</sampleBankIndex> <sampleObjectIndex>1</sampleObjectIndex> <level>-5.000000</level> </sampleItem> </interleavedItem> </soundCollection>
Sab info: <name>mufronte</name> <notes></notes> <nSlotNumber>36</nSlotNumber> <detailItem> <bRemote>0</bRemote> <nStreaming>2</nStreaming> <nInterleave>16160</nInterleave> <nAlignBytes>32</nAlignBytes> </detailItem> <detailItem> <bRemote>0</bRemote> <nStreaming>2</nStreaming> <nInterleave>17568</nInterleave> <nAlignBytes>512</nAlignBytes> </detailItem> <detailItem> <bRemote>1</bRemote> <nStreaming>2</nStreaming> <nInterleave>15552</nInterleave> <nAlignBytes>32</nAlignBytes> </detailItem> <detailItem> <bRemote>0</bRemote> <nStreaming>2</nStreaming> <nInterleave>16160</nInterleave> <nAlignBytes>32</nAlignBytes> </detailItem> <sampleItem> <name>frontend_L</name> <notes></notes> <filename>D:\WormsX\music\48khz wav\frontend_L.wav</filename> <timeStamp>1103635388</timeStamp> <size>16870606</size> <mediaFormat> <channels>1</channels> <format>0</format> <sampleRate>44100</sampleRate> <bits>16</bits> <loopStart>0</loopStart> <loopEnd>0</loopEnd> </mediaFormat> <mediaFormat> <channels>1</channels> <format>0</format> <sampleRate>44100</sampleRate> <bits>16</bits> <loopStart>0</loopStart> <loopEnd>0</loopEnd> </mediaFormat> <mediaFormat> <channels>1</channels> <format>2</format> <sampleRate>32000</sampleRate> <bits>16</bits> <loopStart>0</loopStart> <loopEnd>0</loopEnd> </mediaFormat> <mediaFormat> <channels>1</channels> <format>17</format> <sampleRate>44100</sampleRate> <bits>16</bits> <loopStart>0</loopStart> <loopEnd>0</loopEnd> </mediaFormat> <mediaFormat> <channels>1</channels> <format>0</format> <sampleRate>44100</sampleRate> <bits>16</bits> <loopStart>0</loopStart> <loopEnd>0</loopEnd> </mediaFormat> </sampleItem> <sampleItem> <name>frontend_R</name> <notes></notes> <filename>D:\WormsX\music\48khz wav\frontend_R.wav</filename> <timeStamp>1103635396</timeStamp> <size>16870606</size> <mediaFormat> <channels>1</channels> <format>0</format> <sampleRate>44100</sampleRate> <bits>16</bits> <loopStart>0</loopStart> <loopEnd>0</loopEnd> </mediaFormat> <mediaFormat> <channels>1</channels> <format>0</format> <sampleRate>44100</sampleRate> <bits>16</bits> <loopStart>0</loopStart> <loopEnd>0</loopEnd> </mediaFormat> <mediaFormat> <channels>1</channels> <format>2</format> <sampleRate>32000</sampleRate> <bits>16</bits> <loopStart>0</loopStart> <loopEnd>0</loopEnd> </mediaFormat> <mediaFormat> <channels>1</channels> <format>17</format> <sampleRate>44100</sampleRate> <bits>16</bits> <loopStart>0</loopStart> <loopEnd>0</loopEnd> </mediaFormat> <mediaFormat> <channels>1</channels> <format>0</format> <sampleRate>44100</sampleRate> <bits>16</bits> <loopStart>0</loopStart> <loopEnd>0</loopEnd> </mediaFormat> </sampleItem> </sampleCollection>Добавлено (18.07.2011, 14:28) --------------------------------------------- This is info about Frontend music. When get more info write.
Сообщение отредактировал Woitek - ПН, 18.07.2011, 14:22:48
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Сообщений: 523
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Опубликовано: 19.07.2011, 14:55:26
Alexbond? Can repair Norm import in 2.1? When import models from WF it's not problem because this same but w3d... Please fix this :P PS: Answear to my MSN or ICQ =)
Сообщение отредактировал Woitek - ВТ, 19.07.2011, 15:20:37
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Сообщений: 523
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Опубликовано: 28.07.2011, 01:49:37
Team17 create at this moment like my proposition in e-mail. It's good news =). Remember it's builded from w4 and this only project! So not much change is now showed.
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Сообщений: 523
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Опубликовано: 28.07.2011, 20:16:41
I'm write e-mail to team17 and get answear: Hi, Thank you for your quick action. Dev diary would be cool, but the game is already nearly finished. However I would really like to do a Worms Blog at some point in the future. All feedback is greatly appreciated.
Get too info about this screens is really orginal screens =).
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Сообщений: 523
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Опубликовано: 28.07.2011, 22:21:39
Lol. cut this 3ds on smaller parts
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Сообщений: 523
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Опубликовано: 28.07.2011, 23:58:54
Think this 3ds with error overload program.
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Сообщений: 523
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Опубликовано: 29.07.2011, 13:23:07
Maybe mean without tools like rope etc ;).
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Сообщений: 523
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Опубликовано: 29.07.2011, 21:07:17
Think this editor will be a very simplified. Not see big changes so think Alexb not get big problem when try decode this. Hmmm need write to Team17 about create trailer =). It's cool idea and not need much time for create.
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Сообщений: 523
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Опубликовано: 30.07.2011, 02:48:26
If anyone want be beta tester for W:UM write in google worms ultimate mayhem beta steam and first page. More info about Mail where report game etc is on forum.team17.com
Yes guys!! W:UM is on pc )))). And team17 looks for Beta Testers what mail error and bugs in new game =) This game be steamed ;/
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Сообщений: 523
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Опубликовано: 06.08.2011, 16:34:56
Oooo. Need find this program and look =).
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Сообщений: 523
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Опубликовано: 12.08.2011, 22:05:35
Heh W4 on steroids :P. But all time it's not worms 3d ;/. Big plus is that the W:UM is on steam so upgrade be all time installed and not be problem with download. Think map system be similar what in cs :). When map be host maps be automatical downloaded. Time show how good is this game but think this version have get most succes.Добавлено (12.08.2011, 22:05) --------------------------------------------- Unaited, Nice comment under trailer :P "Hi Team17, I have some ideas for improving the W:UM in terms of modding, so can add your own clothing, weapons, maps, gravestones and other (without replacing the standard files) and play safely with them over the network. Also: Make better support Lua script; More weapons(example-link: u .to/pE4fAQ ); Worm skins; Stable Alpha-Channel for semi transparent 3D-models(example-link: u .to/t04fAQ ); Create their own soundbanks; Stable machine gun fire(example[in third minute]-link: u .to/xE4fAQ )"'
Not better mail =)??? next time write link on w4tweaks :P. Not only you GOOD in this =)
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Сообщений: 523
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Опубликовано: 13.08.2011, 00:18:04
Know. Maybe coming soon him write to me :). But think need create something cool for show. When back from vacation add my mods. Waiting for your side United
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Сообщений: 523
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Опубликовано: 17.08.2011, 02:09:23
Dragon Ball =)!!!!!!!!!!!!!!!
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Сообщений: 523
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Опубликовано: 18.08.2011, 13:46:31
Maybe this shaders be new container in sky xoms. Not see another differences what can be changed in xom.Добавлено (18.08.2011, 13:46) --------------------------------------------- W3d Sky and W4 sky have another smooth. So skys from w3d be remake because need create at zero color. Maybe w3d weapons get better smooth like binoculars.
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Сообщений: 523
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Опубликовано: 22.08.2011, 01:37:48
All information and users be transfered to new site what called wormsmods.info The page will be devoted for all worms in 3D and maybe 2D version.
More tutorials,better server and more worms =).
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Сообщений: 523
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Опубликовано: 22.08.2011, 16:12:07
It's not xml so modding be very hard for not experience players.
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Сообщений: 523
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Опубликовано: 23.08.2011, 15:54:05
Not possible... Him who have W:UM need sign NDA what tell: You can't send,upload files.
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