Search found 20 matches
- Fri Dec 02, 2011 11:17 pm
- Forum: DXEditing
- Topic: MP Game, How to change the ScoreBoard and Add a Punch wep
- Replies: 0
- Views: 4015
MP Game, How to change the ScoreBoard and Add a Punch wep
hey there, well i been working on a basketball dxmp map and i played it with some players and seems they liked it, so i want to make it better, i want some things like,add some kind of weapon that takes out the basketball item from other players but not a weapon, i saw something like that on TNM whe...
- Mon Oct 17, 2011 12:39 am
- Forum: DXEditing
- Topic: Pawn Generators in DX ?
- Replies: 1
- Views: 2989
Pawn Generators in DX ?
Hi its me again, well i check out theres its a pawn generator on deus ex classes, i don't know how it works, the idea is that i need somekind of generator to create some custom actors like other Pawns i made , its a basic on the game that should be good, but the problem is that i don't know how to u...
- Tue Sep 13, 2011 8:25 pm
- Forum: DXEditing
- Topic: Adding Custom Effects.
- Replies: 5
- Views: 4154
Re: Adding Custom Effects.
Well never mind a friend of mine gave me one idea, to pick up a vehicle like chopper, and put the mesh of the laser and put it into that vehicle,anything else were just coding stuff on the mission script and i i'll leave the code here if anyone need it . Function Timer() { local ScriptedPawn pawn; l...
- Thu Sep 08, 2011 12:10 am
- Forum: DXEditing
- Topic: Adding Custom Effects.
- Replies: 5
- Views: 4154
Re: Adding Custom Effects.
Hmmmmm i just found that Bhidden, now how i activate it via mission script ?
- Wed Sep 07, 2011 6:16 pm
- Forum: DXEditing
- Topic: Adding Custom Effects.
- Replies: 5
- Views: 4154
Re: Adding Custom Effects.
well more details, lets see i created a class from the LaserProxy from Orinignal DX, i want to find a way to know how to show it on game, some friend told me to do it on mission script like this script i made out Class Mission30 expands MainMissionScript; Function EffectCall() { if (flags.GetBool('L...
- Wed Sep 07, 2011 3:04 am
- Forum: DXEditing
- Topic: Adding Custom Effects.
- Replies: 5
- Views: 4154
Adding Custom Effects.
Well here's the thing, i got a custom effect, rigth, and i want to show it after a certain flag, and then after another flag take it off, electricyemmiter seems like a good way but i can't edit the effect that's inside him ( electric charges), and i can't use the mission script cuz my effect doesn't...
- Sun Nov 14, 2010 6:28 pm
- Forum: DXEditing
- Topic: How to start with Custom Augmentations[Fixed]
- Replies: 1
- Views: 2596
Re: How to start with Custom Augmentations[Fixed]
Well i think i was rigth on this. to get some Default Augs at the beggining of the game you just need to set it on the DefaultAugs On properties here's the code for you guyz, based from the Cassandra AugmentationManager.uc class NewAugmentationManager expands AugmentationManager; // added so we can ...
- Sat Nov 13, 2010 9:06 pm
- Forum: DXEditing
- Topic: How to start with Custom Augmentations[Fixed]
- Replies: 1
- Views: 2596
How to start with Custom Augmentations[Fixed]
Alrite ppl im back again with more questions. I got my cool player class JMPlayer and i already set it to start into a specific map, also with custom Skillspoints. but now i got this prob, how i make to start it but with custom augs. I made these 3 Custom augs just for testing. SuperAugBallistic,Sup...
- Sat Nov 13, 2010 8:59 pm
- Forum: General Discussion
- Topic: DXCoop
- Replies: 12
- Views: 9681
Re: DXCoop
check edh clan forums on guides. i posted ther how to use the DXMP Coop mode, isn't perfect but well its better than nothing http://www.edhclan.com/forums/viewtopic.php?f=36&t=154 Also, if you open the link inside of my repply plz wait a little its a big page because its a tutorial of how to install...
- Sat Nov 13, 2010 3:43 pm
- Forum: DXEditing
- Topic: Intro Map. Conversation Audio Files. TROUBLES.
- Replies: 6
- Views: 4573
Re: Intro Map. Conversation Audio Files. TROUBLES.
thanks man you were rigth all the time.
- Sun Nov 07, 2010 1:00 am
- Forum: DXEditing
- Topic: Dual Pistol mod HELP, ERROR CODING
- Replies: 5
- Views: 4648
Re: Dual Pistol mod HELP, ERROR CODING
alrite im gonna try it i guess your rigth
- Fri Nov 05, 2010 7:54 pm
- Forum: DXEditing
- Topic: Dual Pistol mod HELP, ERROR CODING
- Replies: 5
- Views: 4648
Re: Dual Pistol mod HELP, ERROR CODING
Did it didn't work at all. hmmm.... any other ideas.?
- Tue Nov 02, 2010 7:01 pm
- Forum: DXEditing
- Topic: Dual Pistol mod HELP, ERROR CODING
- Replies: 5
- Views: 4648
Dual Pistol mod HELP, ERROR CODING
hello again , this time i got another problem. i get a code from one of the Hehjikua or watever his name, anyway that dual pistol mod. he has on harcore. so i just extracted to my package but when i compile it says some errors on the UCC so i will post the code here and put some images of the error ...
- Mon Nov 01, 2010 10:54 pm
- Forum: DXEditing
- Topic: Intro Map. Conversation Audio Files. TROUBLES.
- Replies: 6
- Views: 4573
Re: Intro Map. Conversation Audio Files. TROUBLES.
You were rigth hassad Hunter the mp3 files were ''taggeds'' but i found something else if you untag all the songs the conversations will go normally . but now the underlines Subtittles go down i mean don't show more than the first speech on it. i should display an option called continue on the coned...
- Sun Jul 11, 2010 11:01 pm
- Forum: DXEditing
- Topic: Deus Ex Editing PACK 2.2 [RELEASE]
- Replies: 84
- Views: 106878
Re: Deus Ex Editing PACK 2.2 [RELEASE]
You are AWESOME