And that is hardly a measure of a weapons accuracy, to accurateley measure accuracy you would eliminate any other factors from the comparison, like player skill.
A weapons accuracy has a definite meaning, maybe you just didnt use it well.
Of course, im willing to try and put your Ego in place...
Hahaha if you think the FAMAS is inaccurate you sir are one hell of a n00b. :sniper:
I like this new twist, John Nash eat your heart out :P
I Wonder how viable it is to bias the market by writing a script that repeatedly buys weapons on a ghost server to intentionally tilt the CSS weapons...
Mmmmmmm
Looks good, ive been looking forward to seeing something just like this develop on the source engine. It looks like it could be great fun and fresh.
Lets see what they can conjure up next...:flame:
If thats a decompiled model, its likley it has all the included models decompiled also.
If your exceeding your lod limit, try making the two ( headcrab and zombie ) seperate models and then including one in the other through the QCI.
Open up the source materials GCF and you can see many examples of how to create some of those effects, like the fisheye, refraction and yuv shaders.
define your material something like this:
"yuv" //this is the shader to use
{
}
or
"hsv"
{
}
Here are some of them...
about time...
Its about time we had a cetral wiki that we can all contribute too, its a shame that theres no new documentation in there though.
Good stuff.
I think i can help you there, if you look in the .FGD gamedata file for HalfLide2, under physcannon:
@PointClass base(Weapon) studio("models/weapons/w_physics.mdl") = weapon_physcannon : "Physics Cannon"
[
spawnflags(Flags) =
[
2 : "Start without grab functionality." : 0
]...
You can use simultaneous equations to solve for a simple nx + ny = z type equation, and better yet, some matrix transformations / vector maths would prob be the most efficient way to do it.