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by Sir Random
Tue Jan 22, 2013 2:44 pm
Forum: Severance BoD: Help / Game Discussion
Topic: how to get the map's name?
Replies: 5
Views: 2829

Re: how to get the map's name?

cam = Bladex.GetEntity("Camera")
cam.Position

or just use
Bladex.GetEntity("Camera").Position
by Sir Random
Mon Jan 21, 2013 4:44 am
Forum: Severance BoD: Help / Game Discussion
Topic: how to get the map's name?
Replies: 5
Views: 2829

Re: how to get the map's name?

mapname = Bladex.GetCurrentMap()

That will give you the actual map name as a string, like "Barb_M1"
by Sir Random
Tue Dec 25, 2012 10:55 am
Forum: Severance BoD: Help / Game Discussion
Topic: Merry Christmas all
Replies: 9
Views: 3723

Re: Merry Christmas all

Happy Christmas everyone! :D
by Sir Random
Fri Nov 02, 2012 11:15 am
Forum: Severance BoD: Modding Community
Topic: Multiplayer BOD mod in a new engine.
Replies: 349
Views: 88469

Re: Multiplayer BOD mod in a new engine.

Just an update on this, I've been working on a stand-alone version of Doom3 (with co-op) which I'll use as a base for the BoD project. Then it can be released as 'open source' for anyone to do what they want. There won't be any mod tools, but editors like' DarkRadiant' can be used to build maps and ...
by Sir Random
Sun Aug 19, 2012 6:13 am
Forum: Severance BoD: Modding Community
Topic: New mod: Difficulty for experts players and more
Replies: 342
Views: 88997

Hi MBK, I understand what you're saying, but I only intended you to use Start_Weapons with the dual-weapon animations. These anims are only used when the char has 2 weapons, so the funcs would never be called by a char with only one weapon (or no weapons). All other attack anims would still be using...
by Sir Random
Sun Aug 19, 2012 2:53 am
Forum: Severance BoD: Modding Community
Topic: New mod: Difficulty for experts players and more
Replies: 342
Views: 88997

Hi MBK, The Start_Weapon and Stop_Weapon calls will only activate/deactivate the right hand weapon. You can use these funcs to start/stop both weapons: def Start_Weapons(EntityName, Event): pers=Bladex.GetEntity(EntityName) weapon=pers.InvRight weapon1=Bladex.GetEntity(weapon) weapon1.MessageEvent(R...
by Sir Random
Tue Jul 31, 2012 3:58 am
Forum: Severance BoD: Modding Community
Topic: LED Question
Replies: 217
Views: 51985

Click the 'activate grid' button to make vertices snap to grid. It's the button to the right of the grid button with blue 'DM' on it. To copy/paste sectors, just select the sectors to be copied and then hold down 'shift' and drag the selected sectors to where you want to paste them. When you release...
by Sir Random
Tue Jul 31, 2012 3:45 am
Forum: Severance BoD: Help / Game Discussion
Topic: How to increase new weapons to the origin game?
Replies: 174
Views: 31257

You could try adding the missing 'owner' arg:

escudo.Data=ItemTypes.MagicShield(escudo, "Player1")
by Sir Random
Sun Jul 29, 2012 12:34 pm
Forum: Severance BoD: Help / Game Discussion
Topic: How to increase new weapons to the origin game?
Replies: 174
Views: 31257

As pro explained, you MUST supply the correct number of arguments when calling a function or invoking a class instance. The MagicShield class requires 3 arguments: class MagicShield: def __init__(self, me, owner): The 'self' argument is implicit, but you must supply the 'me' and 'owner' arguments. h...
by Sir Random
Sun Jul 29, 2012 3:13 am
Forum: Severance BoD: Help / Game Discussion
Topic: Crashes after Intro
Replies: 9
Views: 3664

<blockquote id="quote"><font size="1" face="Verdana, Arial, Helvetica" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by arcadayn</i> I install the game, then the 1.001 patch, then the nocd patch. I create a new shortcut with the new .exe and start the game. I have my actual...
by Sir Random
Sat Jul 28, 2012 8:23 pm
Forum: Severance BoD: Modding Community
Topic: Assign attacks
Replies: 129
Views: 27813

<blockquote id="quote"><font size="1" face="Verdana, Arial, Helvetica" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by IrateGiant</i> Guys, I'm testing an enemy as a playable character, but a strange error happens, when I do an attack, they are show very slowly. How can I ...
by Sir Random
Thu Jul 26, 2012 3:27 am
Forum: Severance BoD: Modding Community
Topic: Multiplayer BOD mod in a new engine.
Replies: 349
Views: 88469

<blockquote id="quote"><font size="1" face="Verdana, Arial, Helvetica" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Argoon</i> Fantastic :D btw don't forget to use the flesh sound on the gibs it sounded like metal on the video. ;) <hr height="1" noshade id="quote"></fon...
by Sir Random
Thu Jul 26, 2012 2:58 am
Forum: Severance BoD: Modding Community
Topic: Multiplayer BOD mod in a new engine.
Replies: 349
Views: 88469

Testing Harrison's new minotaur model with scripted velocity, slow motion, and extra blood! [:D]:

http://youtu.be/wOWBOthz4I0
by Sir Random
Mon Jul 23, 2012 3:05 am
Forum: Severance BoD: Modding Community
Topic: Multiplayer BOD mod in a new engine.
Replies: 349
Views: 88469

<blockquote id="quote"><font size="1" face="Verdana, Arial, Helvetica" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Harrison</i> Many thanks Sir_Random! I replaced the hyperlink to the video. Yes, the slow motion and matrix effect is the best solution. <hr height="1" no...
by Sir Random
Sun Jul 22, 2012 6:23 pm
Forum: Severance BoD: Modding Community
Topic: Multiplayer BOD mod in a new engine.
Replies: 349
Views: 88469

Great stuff Harrison,

For some reason I can't see the first video, maybe a Youtube glitch.

The severing of limbs is a vital part of BoD gameplay, worth waiting for. We can add slow motion and matrix effect later (as menu options).

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