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nm710
22 files liked
235 comments
5 videos
2 uploads
19 followers
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Latest Comments

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    @CE15 what you say would simplify it and make code easier but it gets rid of control plus i don't want delete it, so i won't delete. I wanted to add what you said since someone also asked before on youtube and i have been thinking about finding a balance that still allows more control for players. I will add a keybinding option for the multiple car power, so they could make the key to "none" if they don't want to power.

    The stuff about crazy flipping, i coded it to flip up for vehicle based on player's location relative to the car. i think the problem is cpu/gpu, not sure, but after watching some people's video i saw that the force is extremely weak while on mine it's ok. So i will add a force multi for the powers since idk how to make it system specific. Out of curiosity, do you have a beast of a system?

    7 days ago
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    @Cjizle16 @flonner @Rezei I will be on winter break after next week, so I will have time to start coding after next week. The next update I plan on adding controller support. Since, I started adding some other powers and I started coding for ally/enemy system I don't know when I will update, but I am planning on adding controller support.

    7 days ago
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    @CE15 lol I know there are a lot of combos. However, pressing the same button would cause conflict, because there are 4 different options to control vehicles and two for people.

    December 03, 2017
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    @CE15 @TheIronicist Thanks for informing me. I will start coding again after Dec 15. I will try to address the issues.

    @TheIronicist I could make it so that the transform key would just be another way to toggle the mod.

    December 03, 2017
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    @Powerofpassion I don't plan on making an iceman mod, a big problem is the effects. The closest thing that could come close to freezing power is smoke with sound added like the superman script. So, a full mod dedicated to a freezing power won't look aesthetically pleasing.

    December 03, 2017
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    @Rezei It activates if player is hit by a car, or when the player is falling and it does the last second recovery animation. You could turn it off by unticking isdramatic.

    December 03, 2017
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    @Rezei No problem. Glad you got it fixed and congratulation on the upgrade, I also used to have a shit computer that couldn't even play gtav on the lowest setting.

    November 29, 2017
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    @Rezei do you have any mods installed in scripts folder that work? I can't help you if you don't provide info that I'm asking for.

    November 27, 2017
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    @boyxinh1515 could you be a little more specific? do you mean like the superman script, even though you let go of the button the character is still moving forward? If that's what you mean, I will see what I will do. My initial idea is that someone that uses telekinesis shouldn't have a problem with stopping at any time. I might either try to find a nice balance or just add another option for it. And also what do you mean by add more force do you mean environmental affect like car damage or do you mean how fast the player flys to the ground?

    November 25, 2017
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    @SuperKaioken Thanks. I could only think of two ways to make a flying script anyways, so its cool. First way is very simple, change the players position(player position = player position + gameplaycamera.direction) while setting last param of the function to false. This could simulate floating, but it also lets the player go through walls.

    The second way is better. You need to constantly set the velocity of the player to zero constantly, which would also make the player float, and CanRagdoll to false, and hasgravity to false (so that gravity doesn't affect next step), and you might want to make a function that runs this code when the function is set to true and then undo the process when set to false, after finished flying.

    The next step is applying a force, the simplest thing is just to use the direction between the intial(players position) and final(anything could be the final, but I usually use (game.player.character.position + gameplaycamera.direction*10)). So something like this game.player.character.applyforce(num*(final - initial).Normalized)). You also want to set the player's rotation to the gameplaycamera.rotation.

    The last step is just having an animation to play. I just have a check that checks if the player is playing the animation and if not then it plays it. I found that the best animFlag to use for upper body is 49, I normally use 1 for the lower body animation, which will loop animation until its cleared. I hope that helps, if I wrote anything confusing or you need clarification ask away.

    November 24, 2017