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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Sun Mar 13, 2016 6:25 am 
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Joined: Mon Jul 30, 2012 9:45 am
Posts: 194
Yep u'r right, I was just trying to find out what the problem was, but now I replaced with your older versions again.

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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Thu Mar 17, 2016 12:49 am 
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Joined: Wed Sep 09, 2015 2:15 pm
Posts: 43
Just a quick one rafa to say great work on the fake crates addition. This was exactly what I was after. Thank you so much!!

A note on the weapon panel: It doesn't seem to show panel 2 for me (default weapons stick on panel 1 and press + to get the custom stuff). When I press + to change it to the second panel, it has standard weapon icons and icons where there is no weapon. Am I using it wrong?


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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Thu Mar 17, 2016 1:52 am 
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Joined: Sat Aug 09, 2014 1:30 am
Posts: 40
worminater wrote:
Just a quick one rafa to say great work on the fake crates addition. This was exactly what I was after. Thank you so much!!

A note on the weapon panel: It doesn't seem to show panel 2 for me (default weapons stick on panel 1 and press + to get the custom stuff). When I press + to change it to the second panel, it has standard weapon icons and icons where there is no weapon. Am I using it wrong?


there is no implementation for a second panel, maybe in a near future.


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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Sat Apr 09, 2016 3:06 am 
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Joined: Wed Dec 16, 2015 2:58 am
Posts: 57
Location: Tandil, Argentina
Is it possible to add to the booby trap crates the fact that it's like that by using the crate spy?
Great Weapons by the way!


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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Thu Sep 01, 2016 7:42 pm 
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Joined: Thu Sep 01, 2016 1:01 am
Posts: 3
Do you have to make a scheme to use any of these weapons or are there some pre-made schemes or something else I'm missing?


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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Fri Sep 23, 2016 1:43 pm 
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Joined: Wed Sep 09, 2015 2:15 pm
Posts: 43
In regards to fake crates, are the values for % set as they are, or would entering a custom value make a difference, for instance, if I wanted a 5% chance, would entering a value between the 10% and 2% work, or does it revert to a default setting somewhere?


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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Sat Sep 24, 2016 12:34 am 
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Joined: Sat Aug 09, 2014 1:30 am
Posts: 40
worminater wrote:
In regards to fake crates, are the values for % set as they are, or would entering a custom value make a difference, for instance, if I wanted a 5% chance, would entering a value between the 10% and 2% work, or does it revert to a default setting somewhere?


Its a custom value from 1 to 100, formula is (1 / n * 100) = probability, so 5% would be 20


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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Sun Feb 05, 2017 9:26 pm 
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Joined: Mon Dec 05, 2011 1:14 am
Posts: 242
Hey Rafa...

Played an HL lastnight with StringKing and noticed some of
your new libs. I really like the balloon but thought it could
use some animation. In boredom I made this. It looks better in game
as the gif didnt come out exactly right. If you like it I'll upload the PNG's.
Thanks....your libs are most awesome.


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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Wed Feb 08, 2017 4:20 pm 
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Joined: Mon Aug 31, 2015 5:28 pm
Posts: 74
Well done Curtis!

Raffie, To get rid of the graphical glitch lines PX makes try add a 10px transparent margin around the sprite, it greatly reduced it for me!


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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Wed Mar 01, 2017 5:02 pm 
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Joined: Wed Sep 09, 2015 2:15 pm
Posts: 43
Rafa,

We have found that sometimes when roping we are able to 'bounce' off the fake crate, without it exploding. Very rarely we can do the same with a jetpack as well.

Also, is there any way to extend this to utility crates as well?


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