[MOD] Receiver Reloaded
Re: [MOD] Receiver Reloaded
I'm just curious, could you release a version with the performance upgrades early? This generation time seems to be getting longer and longer...
Re: [MOD] Receiver Reloaded
I'll have to email Wolfire for permission, but it shouldn't be a problem.
Re: [MOD] Receiver Reloaded
Question: Were any changes made to the sharedassets1.assets file? In other words, could my VO mod and your mod co-exist?
Re: [MOD] Receiver Reloaded
I tried it for my redist and it must of screwed 'something' up, since the game was unplayable after. Would you like to upload your tape sounds(without being an asset file)?Xriah wrote:Question: Were any changes made to the sharedassets1.assets file? In other words, could my VO mod and your mod co-exist?
Re: [MOD] Receiver Reloaded
You might have run into the same problem I did when creating my mod. If you want the compiled files to be interchangeable, you have to use the same version of Unity to compile (3.5.5f3).Enemby wrote:I tried it for my redist and it must of screwed 'something' up, since the game was unplayable after. Would you like to upload your tape sounds(without being an asset file)?
Either or, I zipped up the wavs into two seperate files and uploaded them.
File 1
File 2
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- Posts: 2
- Joined: Sat May 11, 2013 10:29 am
Re: [MOD] Receiver Reloaded
Is the mod out yet?
Re: [MOD] Receiver Reloaded
Some magazine spawning code (tested and works, code doesn't run on revolver from main if statement):
Should help you get magazine spawning to work, I specifically made the magazine spawn 0.4 units off the floor to prevent it getting stuck in the floor due to the actual model compared to bullets. Enjoy.
Code: Select all
if(weapon_holder.mag_object)
{
var magazine : GameObject = Instantiate(weapon_holder.mag_object);
magazine.transform.position = transform.position +
Vector3(Random.Range(-0.1,0.1),
0.4,
Random.Range(-0.1,0.1));
num_bullets -= magazine.GetComponent(mag_script).kMaxRounds;
while(magazine.GetComponent(mag_script).AddRound()){}
magazine.transform.rotation = BulletScript.RandomOrientation();
magazine.AddComponent(Rigidbody);
magazine.GetComponent(mag_script).collided = true;
}
Re: [MOD] Receiver Reloaded
Negative, I haven't gotten around to release. At the moment I'm looking for a host that would let me upload around 150 MB, which is few and far between as far as I know.B-radBeitler wrote:Is the mod out yet?
Thanks! I've been busy so that will definitely make magazine spawning considerably easier(Read: Copy-and-Paste easy)]Hexicube wrote:Some magazine spawning code
[REDACTED]
Xriah: Thanks! I'll I'll build a shared asset file for it and upload it somehow, eventually.
Re: [MOD] Receiver Reloaded
If you want any other code, just let me know and I'll send you a PM or something. :3Enemby wrote:Thanks! I've been busy so that will definitely make magazine spawning considerably easier(Read: Copy-and-Paste easy)]Hexicube wrote:Some magazine spawning code
[REDACTED]
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- Posts: 22
- Joined: Mon Aug 06, 2012 11:29 am
Re: [MOD] Receiver Reloaded
Erm, did it die?
Re: [MOD] Receiver Reloaded
Bump
Is Enemby or Hexicube still active? I'm very interested in adding a bunch of weapons to this game, I can sort out the modelling and texturing. I may need a hand in Unity and scripting. If any of you are active and willing to help, it would be much appreciated.
Is Enemby or Hexicube still active? I'm very interested in adding a bunch of weapons to this game, I can sort out the modelling and texturing. I may need a hand in Unity and scripting. If any of you are active and willing to help, it would be much appreciated.
Re: [MOD] Receiver Reloaded
I'm still around (kind of). Can't help with the actual project, but if you need some pointers, I'm here.
EDIT: I left a post here which might help you.
EDIT: I left a post here which might help you.