Heat Killer
Killin' you with fire
- person Heat Killer
- alternate_email whfgqreo@justderb@iastate.edu
- perm_contact_calendar Member since
- today Last active (4 visits)
Comments
-
You probably have not been banned from Tribes Next... Check http://www.tribesnext.com/forum/index.php?topic=569.0 for port forwarding your server. For the master server, making sure your firewall is letting tribes2.exe through.
-
Trying to stay on topic: Has anyone played there other game, Global Agenda? I'm thinking of downloading the trial and trying it out....
-
-
As within US laws, I believe the logo is still copyrighted. (See http://www.copyright.gov/help/faq/faq-duration.html#duration) Correct me if I'm wrong (I'm no lawyer)...
-
Note that this only works if you have to CD. Online downloads and using the first aid on it won't do anything (and shouldn't do anything). The Tribes 2 First Aid tries and copies each file as a whole, and if it did not copy it successfully then it goes back and copies it in chunks to ensure a correct transfer from CD to…
-
I'll have to try that....
-
Haha well one can only hope... if they decide to 'try it out', more power too em
-
From youTube video:
-
Well I would set up a server with this mod but I'm having some troubles opening things when my modem has a poorly designed firewall... *Wonders what would happen if Goon's did this mod for a couple hours...* EDIT: Got it runnng haha (And it's showing up on the Master List). Server name: "The Randomizer" or "Heat's…
-
SHAZBOT (fixed ;))
-
Bump: Updated to be a package (Just drag-n-drop!) :D NEW VERSION OUT!! v2 Added:* Package! :D * Override Scout-only cloack pack * Added admin functions to enable/disable 'mod' See first post to download!
-
It does, but the only thing that is weird (I haven't checked the code yet) is that if a bot with light armor has a mortar, it wont use it... when I transform it into a package I see if I can remedy this...
-
Already been done... in my town... :D Results of said signal not yet verified if worked or not.
-
You just implement the onfire function with the weapon.function WeaponDatablock::OnFire( %this , %obj ) //Don't remember exact signature...{ //Variable to determine spread, base on previous shots fired. //Create projectile(s) %this.parent();} NOTE: This is just pseudocode (obviously), as I am at school and do not have…
-
WTF BBQ!!! Also, link source plz and thx EDIT: Just saw it on their Facebook page.
-
I feel like Thyth should put a sticky of something explaining that this is not the forum for Goon Haven...
-
Ahh... I did not notice he was entering through his game console.... *face palm* All the signs were there.... lol
-
Wouldn't that script create unnecessary overhead? The game itself tries to redraw itself as fast as it can, by making it go through this script you're making it draw itself at strange times. Amicorrect?
-
Tissue? :D
-
The error is just what it means. NSIS is a installer software used to package the TribesNext patch. The installer has a built in hash checker to make sure the file downloaded is 100% downloaded and not missing any data or has no malformed data. Download the patch again and check it against the md5 sum to make sure it was…
-
Only problem is admins can't execute console commands without some server-side command (which is not implemented on a base configuration)...
-
can you post a screen cap of when u enter addbots?? this might help (and are you running any mods?)
-
in ai.cs, make sure the first few lines are this://-----------------------------------//// AI SCRIPT FUNCTIONS ////-----------------------------------////first, exec the supporting…
-
Try making Tribes 2 boot up in windowed mode. This sometimes solves some problems... Add this to clientPrefs.cs$pref::Video::fullScreen = "0"; Or make sure if you do have that statement in the file, make sure it has a 0 instead of a 1
-
throw this file into your base/scripts folder and delete all of the .cs.dso in the scripts folder also. Then start up your server. Tell me if you get the same error. If you do, i got one more thing for you to do to prob fix whats happening.
-
addbots is defined in aiDebug.cs within the scripts folder (line 727). Do have that file there?? (u should at least...) If you don't, check if its within scripts.vl2 also
-
try typingaddbots(1); it takes one argument to work (that tells the server how many bots to add.) Note: Adding bots to maps that do not have bot support will have unexpected results (most of the time they just stand there)
-
When it comes out, I hope to try it (hopefully they'll put out a demo..)
-
Think of .vl2 files as exactly .zip files, just with a different extension...
-
goggle port forawrding and open port 28000 Also: http://www.tribesnext.com/forum/index.php?topic=1756.0