 M210, on 29 December 2011 - 11:04 AM, said:
M210, on 29 December 2011 - 11:04 AM, said:

Nice, keep it up
 
						
                                                 M210, on 29 December 2011 - 11:04 AM, said:
M210, on 29 December 2011 - 11:04 AM, said:

 
						
                                                 M210, on 29 December 2011 - 11:04 AM, said:
M210, on 29 December 2011 - 11:04 AM, said:

 
						
                                                 
						
                                                 And now I want to know, what do you think about the new AI code.
 And now I want to know, what do you think about the new AI code. 
						
                                                This post has been edited by M210: 15 January 2012 - 11:28 AM
 Root 9, on 17 January 2012 - 01:02 AM, said:
Root 9, on 17 January 2012 - 01:02 AM, said:












 
						
                                                

This post has been edited by Root 9: 27 January 2012 - 06:05 AM
 About the HUD: I think that the skulls should have red eyes as in the original and I think that the shape of monsters' ears and the skin could be more convincing. There is some small imperfection around the eyesockets as well but I'm being very pedentic now. Other than that it looks great!
 About the HUD: I think that the skulls should have red eyes as in the original and I think that the shape of monsters' ears and the skin could be more convincing. There is some small imperfection around the eyesockets as well but I'm being very pedentic now. Other than that it looks great!  
						
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 This post has been edited by Daniel: 25 February 2012 - 11:47 AM

This post has been edited by M210: 26 February 2012 - 06:35 AM
M210, on 27 February 2012 - 03:33 AM, said:
Helixhorned, on 27 February 2012 - 02:00 PM, said:
 Are you planing to make it in future? For example, it would be convenient to specify the variables in M32 script that can be used in the editor and to bind variables m32 and con, they should have the same name.
 Are you planing to make it in future? For example, it would be convenient to specify the variables in M32 script that can be used in the editor and to bind variables m32 and con, they should have the same name.
						
                                                 
						
                                                M210, on 28 February 2012 - 12:30 AM, said:
 Are you planing to make it in future? For example, it would be convenient to specify the variables in M32 script that can be used in the editor and to bind variables m32 and con, they should have the same name.
 Are you planing to make it in future? For example, it would be convenient to specify the variables in M32 script that can be used in the editor and to bind variables m32 and con, they should have the same name.zZaRDoZz, on 29 February 2012 - 05:08 PM, said:
ReaperMan, on 29 February 2012 - 05:11 PM, said:

 Thanks))
 Thanks))DeeperThought, on 29 February 2012 - 06:14 PM, said:

eventloadactor ZOMBIE getactor[THISACTOR].hitag HITAGSET setactorvar[THISACTOR].w_enemyhitag HITAGSET setactor[THISACTOR].hitag 0 enda
This post has been edited by M210: 01 March 2012 - 01:23 AM

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                                                Mateos, on 10 April 2012 - 05:53 AM, said:


Mateos, on 10 April 2012 - 05:53 AM, said:
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