February 27, 2026, 11:12:23 pm

The Gang Garrison 2 Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

NOTICE: Wondering where all the forums have gone?

Join the community Discord server!

Pages: 1 ... 239 240 [241] 242 243 ... 267

Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360583 times)

Poen

  • New Member
  • *
  • Karma: 1
  • Offline Offline
  • Posts: 20
Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3600 on: August 18, 2012, 08:50:12 pm »

Well my working server is Mentlegen. I opened gg2INS and made the server name INS Mentlegen. That's what caused the error
Logged

Footpöp

  • Seasoned Member
  • *****
  • Karma: 24
  • Offline Offline
  • Posts: 3827
  • I /saw/ him
Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3601 on: August 18, 2012, 09:56:39 pm »

One person hosting two servers is not the smartest idea at any rate, because INSmod does not get enough traffic really to fill two servers up, without even taking into account the part that both servers would be hosted from same location  :drool:
Logged
Team /ABC/

a/d

  • pro donglosaur
  • *****
  • Karma: 371
  • Offline Offline
  • Posts: 4818
Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3602 on: August 18, 2012, 10:29:15 pm »

I just realized that I could make a proper duck hunt game mode/map.

i would play again to see that
Logged
go canada or whatever, maybe your country is cool too

Humble Master

  • 2012 Haxxy Award Winner
  • *
  • Karma: 0
  • Offline Offline
  • Posts: 1262
  • Maker of Drakora
Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3603 on: August 18, 2012, 11:38:27 pm »

I just realized that I could make a proper duck hunt game mode/map.
Do so
Logged
Finally returned

dAn

  • Full Member
  • ***
  • Karma: 0
  • Offline Offline
  • Posts: 216
Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3604 on: August 21, 2012, 08:18:34 pm »

Question, what's the effect on gameplay with crouching as KZ? does it make the character hitbox smaller? Does it move the origin of bullets? Also, how do you heal others as KZ?

Had some fun 1v1s with Spreadfire, who was nice enough to stop firing when my internet connection refused to work
Logged

RebelINS

  • Martial Expert
  • *
  • Karma: 400
  • Offline Offline
  • Posts: 6786
  • I am a rising contender, confident to win.
Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3605 on: August 21, 2012, 08:24:15 pm »

the crouched hitbox is smaller, and the origin should be in approximately the same spot relative to the sprite. you'll have less spread while firing your weapons, but they will fire slower.

Unregistered Colt

  • Full Member
  • ***
  • Karma: 0
  • Offline Offline
  • Posts: 241
  • MIA
Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3606 on: August 21, 2012, 08:46:46 pm »

Is Dhalsim supposed to have an empty bar below and a random blue bar that fills up above his hp bar? Also why is it his teleport just flat out fails if he cant go the full distance?
Logged

RebelINS

  • Martial Expert
  • *
  • Karma: 400
  • Offline Offline
  • Posts: 6786
  • I am a rising contender, confident to win.
Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3607 on: August 21, 2012, 08:47:59 pm »

I messed up the hud placement.

RebelINS

  • Martial Expert
  • *
  • Karma: 400
  • Offline Offline
  • Posts: 6786
  • I am a rising contender, confident to win.
Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3608 on: August 23, 2012, 12:14:55 am »

yooo context sensitive zones that can be activated with the E key. we in there.

the possibilities are endless. activated moats, doors, trap weapons and vehicles here i come.

AcidLead

  • The Flash of the Action
  • Veteran Beta Tester
  • *****
  • Karma: 103
  • Offline Offline
  • Posts: 6369
  • Our hero returns triumphant. Execute him at once.
Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3609 on: August 23, 2012, 04:36:40 pm »

yooo context sensitive zones that can be activated with the E key. we in there.

the possibilities are endless. activated moats, doors, trap weapons and vehicles here i come.
inb4 someone asks this to extend to controllable turret weapons and that leads into vehicles
Logged
fire at cyberdisc
eighty-five percent hit chance
doh, she missed the shot

RebelINS

  • Martial Expert
  • *
  • Karma: 400
  • Offline Offline
  • Posts: 6786
  • I am a rising contender, confident to win.
Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3610 on: August 23, 2012, 04:39:33 pm »

controllable turret weapons was already an idea i had ^-^

Killah Zillah

  • The modding dinosaur and
  • Veteran Beta Tester
  • *****
  • Karma: 25
  • Offline Offline
  • Posts: 3024
  • Really long posts are my best friends!
Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3611 on: August 23, 2012, 07:11:09 pm »

Question, what's the effect on gameplay with crouching as KZ? does it make the character hitbox smaller? Does it move the origin of bullets? Also, how do you heal others as KZ?

Had some fun 1v1s with Spreadfire, who was nice enough to stop firing when my internet connection refused to work

Your bullets travel twice the distance (useful for pseudosniping on camping enemies or sentries, or for softening high HP targets before they're in range to hurt you), halves the hitbox and prevents you from moving until you stand back up. You heal others by hitting Q while standing close to their sprites, think of it like KZ is passing the item to them rather than shooting it at them like a medic. You can see the difference of distance best when crouched and shooting your Sig. When using your MP5, arch it like you would a medic's needlegun and you'll see that it has a very long distance.
« Last Edit: August 23, 2012, 07:12:50 pm by [PHS] Killah Zillah »
Logged

Lord SecretMan

  • Full Member
  • ***
  • Karma: 0
  • Offline Offline
  • Posts: 507
  • Idiot.
Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3612 on: August 28, 2012, 03:21:42 pm »

INS mod servers are laggy.
Logged

RebelINS

  • Martial Expert
  • *
  • Karma: 400
  • Offline Offline
  • Posts: 6786
  • I am a rising contender, confident to win.
Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3613 on: August 28, 2012, 03:55:51 pm »

There are many factors that contribute to lag.

The most important factor is geographical location. Even intercontinental connections (ie. east coast to west coast North America) can have quite a bit lag. Europe/Asia to North America will obviously have a ton of lag as well. Secondly, you can try accessing the options and disabling particles/gibs, and map animations. However, if you have a bad computer, none of this will help much.

Spreadfire

  • Full Member
  • ***
  • Karma: 0
  • Offline Offline
  • Posts: 232
  • Nonchalantly acting with blithe insouciance.
Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3614 on: August 31, 2012, 10:23:05 am »

Code: [Select]
ERROR in
action number 1
of  Step Event
for object SpecialHealthHud:

Error in code at line 1:
   if redHp>global.myself.object.maxHp redHp=global.myself.object.hp;
     ^
at position 4: Unknown variable redHp

I was hosting and didn't see what happened.
Logged
Pages: 1 ... 239 240 [241] 242 243 ... 267
 

Page created in 0.053 seconds with 35 queries.