skull nade
Do something a bit more worthwhile with them, I recently modded a nade to have a delay in explosion, so it was funny when noobs were grenading me on my host, and i got hit by it, but avoided it at the same time.
lol and try changing pistol to infinite via ammo per shot = 0, thats fun, cos people can't reload their pistol wahahah lol.
lol and try changing pistol to infinite via ammo per shot = 0, thats fun, cos people can't reload their pistol wahahah lol.
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- Posts: 384
- Joined: Wed Dec 03, 2003 1:14 pm
- Location: Obviously not where you are
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- Posts: 384
- Joined: Wed Dec 03, 2003 1:14 pm
- Location: Obviously not where you are
yeah, i guess i was kindof short, he just irritated me by prooving that he doesnt understand asethic stuff.....doesnt help im under a lot of stress today, oh well....i know it aint an excuse...my bad...ill try not to let it happen again.
A wise monkey knows not to monkey with another monkey's monkey...
Erm, ok you don't understand references then? In my saying funnier than a grenade shaped like a skull, i was implying that it was just asthetic, cos it had no point otherwise.fusional wrote:lol funnier than a grenade shaped like a skull...especially when u try it with noobs lol
I do understand asthetic stuff btw, but I dont really see the point, isnt entertaining for very long just to change how something looks, the core underpinning principles are still there, thats what we play no matter what effects we add or modify in terms of visuals.
Now apologise, or else! *waves fist* lol
yes i know, the tag is 4 bytes, then you have the reference right after that, then 4 bytes with the value 00, then the 4 byte identifier. and why look for actr? you would want to change the mod2 wouldnt you? because that controls the shape and bitmap placed on the object. i think, correct me if i am wrong.
'antr'(anitmation trigger), not 'actr'(actor). I don't know what mod2 does, and I have no clue why an animation trigger holds the model, yet isn't editable through swapping animation triggers themselves. Maybe antr doesn't hold the model at all. But like I said, the only reason to look for that 'antr' thing is because the model vaule's right next to it.