bjorne.
Sergeant Knight
DrZaius said:That's a fair question, to which I don't have an answer. My best guess: laziness.
-DrZaius
hu.... the best ever that could be given
DrZaius said:That's a fair question, to which I don't have an answer. My best guess: laziness.
-DrZaius
Read a grammar for better English. Find someone to help you translate from Russian to English. Maybe this helps you? I'm making a joke of the current situation. The joke makes me happy. Try to get help in the Russian forum.Crusader12 said:I use translator
what's the point in using a internet or other translater? why not just write in English, then you couldAmbalon said:Read a grammar for better English. Find someone to help you translate from Russian to English. Maybe this helps you? I'm making a joke of the current situation. The joke makes me hapy. Try to get help in the Russian forum.Crusader12 said:I use translator
If you can go to a school of English.
Translate a Portuguese grammar with easy to help you understand.
####################################
########Grenade START###############
####################################
("grenade_smoke", psf_billboard_3d|psf_randomize_size, "prt_mesh_dust_1",
500, 13, 15, 7.05, 10.0, 0.2, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0.1, 0.5), (1, 0), #alpha keys
(0.1, 0.8), (1, 0.8), #red keys
(0.1, 0.7),(1, 0.7), #green keys
(0.1, 0.6), (1, 0.7), #blue keys
(0.0, 4.5), (1, 1), #scale keys
(0.2, 0.2, 0.5), #emit box size
(0, 0, 6.05), #emit velocity
2, #emit dir randomness
60, #rotation speed
0.1, #rotation damping
),
("grenade_flying_particle1", psf_randomize_rotation, "prt_gourd_piece_1",
15, 1, 2, 0.9, 10, 2, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0.1, 1), (1, 1), #alpha keys
(0.1, 0.6), (1, 0.6), #red keys
(0.1, 0.5),(1, 0.5), #green keys
(0.1, 0.4), (1, 0.4), #blue keys
(0.0, 1), (1, 1), #scale keys
(1.2, 1.2, 1.5), #emit box size
(0, 0, 0), #emit velocity
2.3, #emit dir randomness
600, #rotation speed
0, #rotation damping
),
("grenade_flying_particle2", psf_randomize_size | psf_randomize_rotation, "prt_gourd_piece_2",
50, 1, 2, 0.9, 10, 2, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0.1, 1), (1, 1), #alpha keys
(0.1, 0.6), (1, 0.6), #red keys
(0.1, 0.5),(1, 0.5), #green keys
(0.1, 0.4), (1, 0.4), #blue keys
(0.0, 1), (1, 1), #scale keys
(0.2, 0.2, 0.5), #emit box size
(0, 0, 0), #emit velocity
2.3, #emit dir randomness
600, #rotation speed
0, #rotation damping
),
("grenade_flying_particle3", psf_randomize_size | psf_randomize_rotation, "prt_gourd_piece_2",
50, 1, 2, 0.9, 10, 2, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0.1, 1), (1, 1), #alpha keys
(0.1, 0.6), (1, 0.6), #red keys
(0.1, 0.5),(1, 0.5), #green keys
(0.1, 0.4), (1, 0.4), #blue keys
(0.0, 1), (1, 1), #scale keys
(0.2, 0.2, 0.5), #emit box size
(0, 0, 0), #emit velocity
2.3, #emit dir randomness
400, #rotation speed
0, #rotation damping
),
("grenade_flying_particle4", psf_randomize_size | psf_randomize_rotation, "prt_gourd_piece_2",
50, 1, 2, 0.9, 10, 2, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0.1, 1), (1, 1), #alpha keys
(0.1, 0.6), (1, 0.6), #red keys
(0.1, 0.5),(1, 0.5), #green keys
(0.1, 0.4), (1, 0.4), #blue keys
(0.0, 1), (1, 1), #scale keys
(0.2, 0.2, 0.5), #emit box size
(0, 0, 0), #emit velocity
2.3, #emit dir randomness
700, #rotation speed
0, #rotation damping
),
("grenade_flying_particle5", psf_randomize_size | psf_randomize_rotation, "prt_gourd_piece_2",
50, 1, 2, 0.9, 10, 2, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0.1, 1), (1, 1), #alpha keys
(0.1, 0.6), (1, 0.6), #red keys
(0.1, 0.5),(1, 0.5), #green keys
(0.1, 0.4), (1, 0.4), #blue keys
(0.0, 1), (1, 1), #scale keys
(0.2, 0.2, 0.5), #emit box size
(0, 0, 0), #emit velocity
2.3, #emit dir randomness
300, #rotation speed
0, #rotation damping
),
("grenade_dust_poof", psf_billboard_3d |psf_randomize_size|psf_randomize_rotation, "prt_mesh_mud_1",
500, 5.65, 3, 1.5, 0, 0, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0.0, 0.7), (0.7, 0.7), #alpha keys
(0.1, 0.7), (1, 0.7), #red keys
(0.1, 0.7), (1, 0.7), #green keys
(0.1, 0.7), (1, 0.7), #blue keys
(0.0, 0.015), (5, 1.418), #scale keys
(0, 0.05, 0), #emit box size
(0, 2.0, 0.6), #emit velocity
0.9, #emit dir randomness
0, #rotation speed
0, #rotation damping
),
("grenade_smoke_big", psf_billboard_3d|psf_global_emit_dir|psf_always_emit|psf_randomize_size|psf_randomize_rotation, "prt_mesh_smoke_1",
30, 12, 0.3, -1, 50.0, 10.0, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0.5, 0.15), (1, 0), #alpha keys
(0.2, 0.4), (1, 0.2), #red keys
(0.2, 0.4),(1, 0.2), #green keys
(0.2, 0.4), (1, 0.2), #blue keys
(0, 1), (1, 4), #scale keys
(0.5, 0.5, 1), #emit box size
(0, 0, 15), #emit velocity
1.0, #emit dir randomness
300, #rotation speed
4.1 #rotation damping
),
("grenade_fire", psf_billboard_3d|psf_global_emit_dir|psf_always_emit|psf_randomize_size|psf_randomize_rotation, "prt_mesh_fire_1",
50, 1.0, 0, -2.2, 25.0, 10.0, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0.2, 0.7), (1, 0), #alpha keys
(0.2, 1.0), (1, 0.9), #red keys
(0.2, 0.7),(1, 0.3), #green keys
(0.2, 0.2), (1, 0.0), #blue keys
(0, 0.2), (1, 3), #scale keys
(1.2, 1.2, 0.2), #emit box size
(0, 0, 3.0), #emit velocity
0.8, #emit dir randomness
450, #rotation speed
2.3 #rotation damping
),
("after_grenade_smoke", psf_billboard_3d|psf_randomize_size, "prt_mesh_dust_1",
700, 38, 15, -0.01, 10.0, 0.2, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0.1, 0.5), (1, 0), #alpha keys
(0.1, 0.8), (1, 0.8), #red keys
(0.1, 0.7),(1, 0.7), #green keys
(0.1, 0.6), (1, 0.7), #blue keys
(0.0, 4.5), (1, 5.5), #scale keys
(0.2, 0.2, 0.5), #emit box size
(0, 0, 6.05), #emit velocity
2, #emit dir randomness
10, #rotation speed
0.1, #rotation damping
),
("bomb_major",sokf_destructible|spr_hit_points(100),"ale_barrel","ale_barrel",
[
(ti_on_scene_prop_destroy,
[
(store_trigger_param_1, ":instance_no"),
(val_add, "$g_last_destroyed_gourds", 1),
(prop_instance_get_position, pos1, ":instance_no"),
(copy_position, pos2, pos1),
(position_set_z, pos2, -100000),
(particle_system_burst, "psys_grenade_smoke", pos1, 2),
(particle_system_burst, "psys_grenade_flying_particle1", pos1, 1),
(particle_system_burst, "grenade_flying_particle2", pos1, 5),
(particle_system_burst, "psys_grenade_firee", pos1, 2),
(particle_system_burst, "grenade_flying_particle3", pos1, 1),
(particle_system_burst, "grenade_flying_particle4", pos1, 5),
(particle_system_burst, "psys_grenade_smoke_big", pos1, 2),
(particle_system_burst, "grenade_flying_particle5", pos1, 1),
(particle_system_burst, "psys_grenade_dust_poof", pos1, 5),
(particle_system_burst, "psys_after_grenade_smoke", pos1, 5),
(prop_instance_animate_to_position, ":instance_no", pos2, 1),
(play_sound, "snd_pistol_shot"),
]),
(ti_on_init_scene_prop,
[
# (store_time_of_day,reg(12)),
# (neg|is_between,reg(12),5,20),
(is_currently_night, 0),
(set_position_delta,0,-35,48),
(particle_system_add_new, "psys_torch_fire"),
(particle_system_add_new, "psys_torch_smoke"),
(particle_system_add_new, "psys_torch_fire_sparks"),
(set_position_delta,0,-35,56),
(particle_system_add_new, "psys_fire_glow_1"),
(particle_system_emit, "psys_fire_glow_1",9000000),
(play_sound, "snd_torch_loop", 0),
]),
]),
("bomb_minor",sokf_destructible|spr_hit_points(10),"amphora_slim","amphora_slim",
[
(ti_on_scene_prop_destroy,
[
(store_trigger_param_1, ":instance_no"),
(val_add, "$g_last_destroyed_gourds", 1),
(prop_instance_get_position, pos1, ":instance_no"),
(copy_position, pos2, pos1),
(position_set_z, pos2, -100000),
(particle_system_burst, "psys_grenade_smoke", pos1, 2),
(particle_system_burst, "psys_grenade_flying_particle1", pos1, 1),
(particle_system_burst, "grenade_flying_particle2", pos1, 5),
(particle_system_burst, "psys_grenade_fire", pos1, 2),
(particle_system_burst, "grenade_flying_particle3", pos1, 1),
(particle_system_burst, "psys_grenade_dust_poof", pos1, 5),
(prop_instance_animate_to_position, ":instance_no", pos2, 1),
(play_sound, "snd_pistol_shot"),
]),
(ti_on_init_scene_prop,
[
# (store_time_of_day,reg(12)),
# (neg|is_between,reg(12),5,20),
(is_currently_night, 0),
(set_position_delta,0,-35,48),
(particle_system_add_new, "psys_torch_fire"),
(particle_system_add_new, "psys_torch_smoke"),
(particle_system_add_new, "psys_torch_fire_sparks"),
(set_position_delta,0,-35,56),
(particle_system_add_new, "psys_fire_glow_1"),
(particle_system_emit, "psys_fire_glow_1",9000000),
(play_sound, "snd_torch_loop", 0),
]),
]),
ko said:what's the point in using a internet or other translater? why not just write in English, then you couldAmbalon said:Read a grammar for better English. Find someone to help you translate from Russian to English. Maybe this helps you? I'm making a joke of the current situation. The joke makes me happy. Try to get help in the Russian forum.Crusader12 said:I use translator
If you can go to a school of English.
Translate a Portuguese grammar with easy to help you understand.
A. possibly learn to USE that language
B. see the mistakes you've made
C. make even some sense and get understood---> no pointless japing about the Russians getting misunderstood and such...
BTW! look to your down-miggle of your post space, there is a wonderful little thingy called: Spell Check- button. If one uses that, at least, the miss spelling goes away.
Nypifisel said:About the game crashing, well I uninstalled all my graphical enhancements and quit fraps before playing and that seemed to fix it. Just thought I'd let you know.
Okey. So the crashing might be something about the graphics.. Naah.. I mean. My supa-computa seam to crash the game.Chewiemuse said:awww was my Idea not even glanced at D: I was all excited
Ambalon said:The problem is making them stop bullets and making the AI stop behind it or go by the sides...
Thatd be to easy wouldnt it, since the soldiers love to clump up... I think it should be used for the attackers, maybe blow a hole in the wall?SovietSoldier said:Maybe the Defenders of a Siege could use those barrels to Hold off the Attackers?