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Результаты поиска
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Сообщений: 523
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Опубликовано: 05.12.2011, 01:13:58
Oooo :D. Test it. And quickly upload mod  Добавлено (05.12.2011, 01:13) --------------------------------------------- http://w4tweaks.ru/load....-0-1265
Сообщение отредактировал Woitek - ВС, 04.12.2011, 23:16:21
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Сообщений: 523
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Опубликовано: 05.12.2011, 20:27:32
What problem?When Wormpot is runned need replace flood emmiter :D. And have flood with poison
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Сообщений: 523
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Опубликовано: 06.12.2011, 21:52:41
I would do something like this: 1. Need create object like nuclear box. 2. Animation for this 3. Put Animation this for weapon and nuclear box for weapon (look lua) 4. Create flash and poison emmiter with big range. 5. Create script for at start game replace orginal emmiter to your new 6. Correct delay time for flood. 7. Optional: Change camera to show worm only (like in w3d) 8. Fine
Сообщение отредактировал Woitek - ВТ, 06.12.2011, 21:53:29
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Сообщений: 523
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Опубликовано: 06.12.2011, 22:17:28
I have Icq and msn ;D. So what problem talk? Example: if Wormpot.SuperFirearms == true then
CopyContainer("OrginalEmmiter", "YourEmmiter")--OrginalEmmiter(Flood emmiter) YourEmmiter(Your new emmiter) SetData("Text.kWeaponFlood", "Nuclear Bomb") local ContainerLock, Container = EditContainer("kWeaponFlood") Container.WXAnimAim = "" --Aim animation name Container.WXAnimDraw = ""--Draw animation name Container.WXAnimFire = ""--Fire animation name Container.LaunchDelay = 0 --Write where 0 time when nuclear time start work 1000=1sec CloseContainer(ContainerLock)Добавлено (06.12.2011, 22:17) --------------------------------------------- Now need only create emmiters in parttwk and anim for worm and paste names.
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Сообщений: 523
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Опубликовано: 07.12.2011, 09:25:42
Know
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Сообщений: 523
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Опубликовано: 07.12.2011, 23:50:26
Я проголосовал за: "2. Colossal"
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Сообщений: 523
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Опубликовано: 10.12.2011, 21:57:45
I think that maybe tomorrow will be a download. Because project ended in 50%
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Сообщений: 523
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Опубликовано: 11.12.2011, 15:01:40
W:UM is like W4. Can have this same mods. W4--->W:UM. But is one different W4---W:UM. It's xom structure... W4 xom's have one xom in xom :P. One object. W:UM have files in much xoms so need more time for ReID. Much more.... In Worms 4 it's too very big problem... and need spend much time for import models like suitcase from w3d or bomber. If anyone find idea how quickly ReID containers then convert all my mods to W:UM :)(this good mods)
Сообщение отредактировал Woitek - ВС, 11.12.2011, 15:03:18
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Сообщений: 523
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Опубликовано: 11.12.2011, 15:06:35
Ok but in W4,W3d,W:UM if want add something too xom need handly change all ID's.... Example xom have 40 Id's. For change ID must run copy of xom copy value of container paste look on xom copy what is ID look what number in calculator and change... Very easy create error and eat much time....
Example: Raygun ReID
Сообщение отредактировал Woitek - ВС, 11.12.2011, 15:09:36
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Сообщений: 523
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Опубликовано: 11.12.2011, 15:16:24
For what Lex if "Only I can do it" :P?Добавлено (11.12.2011, 15:16) --------------------------------------------- Need call Lex....
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Сообщений: 523
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Опубликовано: 13.12.2011, 23:56:02
W3D FOREVER
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Сообщений: 523
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Опубликовано: 17.12.2011, 15:07:43
Good work for all :). Think next year be harder
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Сообщений: 523
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Опубликовано: 18.12.2011, 03:15:40
Where is MMO :P
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Сообщений: 523
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Опубликовано: 20.12.2011, 00:11:56
Добавлено (20.12.2011, 00:11) --------------------------------------------- http://www.youtube.com/watch?v=7dSNAkNdvmg
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Сообщений: 523
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Опубликовано: 30.12.2011, 02:31:16
gz cool map!!!
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Сообщений: 523
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Опубликовано: 31.12.2011, 14:58:58
Я проголосовал за: "4. AlexBond (мапер, программист, коллекционер бейджей, мастер необычных модов)"
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Сообщений: 523
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Опубликовано: 11.01.2012, 20:14:34
Empty at this moment: Coming soon new infoДобавлено (11.01.2012, 20:14) --------------------------------------------- Good news. In W:UM correcty work XBlend for weapon ID. When find time create W:UM version of lightsaber mod
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Сообщений: 523
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Опубликовано: 13.01.2012, 17:00:14
Find way how add to orginal *.fbs new sounds :). Not know how with lsb but try find way for it.
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Сообщений: 523
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Опубликовано: 16.01.2012, 13:49:31
Not good tools for edit W:UM ;/. About W:4... for more greater mods need rebuild xom. At this moment need manualy (in hex) add or delete Id's. It's very annoying and eat much time ;/.
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Сообщений: 523
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Опубликовано: 17.01.2012, 16:03:18
Think when Alexbond create new version of Xom_View the activity increase.
Very want example convert all my mods to W:UM but W:UM have another structure. Of course can replace xom with one models like and hat special weapon payload. But if for example want another xom or something? It's little hard.
At this moment find two thing what can help in modding(W:UM) 1.Very Easy edit Sound 2.Can put normal alpha and is not error :). Tested on Hat ID lightsaber and work normal with water and another object. It's big +!
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