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Messages - Alex Galloway
1
« on: July 18, 2015, 09:59:01 PM »
Alright thanks, The wiki just said it can be rare, so I guess it was chest/crate only
2
« on: July 17, 2015, 02:48:14 PM »
I have an item, "Enemy intelligence" with now 2 sockets and +24% rare find chance (added a perfect amethyst to it), that I am trying to give an effect to, and the recipe doesn't seem to be working. I have tried with and without crafting catalyst, using a different crafting catalyst (I have 2), I have tried rejoining and such, and it doesnt seem to be working. I even added the Perfect gem to it, it didnt work before or after. The wiki says the Enemy intelligence can be made rare, so I dont know what else to do.
3
« on: July 18, 2012, 08:57:56 PM »
lol I'm the one who unboxed that. Is 4 mil a good offer?
4
« on: July 18, 2012, 08:43:30 PM »
1 mil
5
« on: July 18, 2012, 08:13:48 PM »
850k
6
« on: June 27, 2012, 07:48:15 PM »
sign me up for the newest one c:
7
« on: June 03, 2012, 08:47:59 PM »
"Relic Name: The Headband of Jimmy Hendrix Item Name: Hunters Headband Item Description: Comes pre-LSD soaked! Attributes:
-(5 - 10) Increased Movespeed -(2 - 15) Max health +(3-10)% Chance to find rare items" -sniper duck
I think the Name Relic Name: Chuck's Headband works better for that
8
« on: May 31, 2012, 05:26:36 AM »
What about a player attribute system? It could work like this attributes bound to the steam id like the inventory, so its accessible on all servers players get experiance like money, based on winning games, killing players, or going a certain distance, all variable based on how many other players there are (so people cant grind on slope alone) they would start off at 0 and players would get 3 points to spend at level 1, and 1 point every level upward, until a cap of maybe 20 Attributes could be like: Health. Base 100, every attribute point adds 5 more Speed. Add a few points to speed for each attribute point Jump. Each attribute adds height to your jumping capability Luck, chance of not setting off mines, 1% per level Perception/spot: ability to see mines at increasing distances, or increased airblast/mine placing range weighted: makes the player heavier. makes them harder to push or throw into the air, but also take more fall damage and you can pay money equal to your level in millions to reset the attributes and reassign them, or 1 gold bar for a resetter (unboxable in mysterious crate B/C?) and more Also, any of these could be applied to tools "Quick" + Player Speed "Fast" ++ Player Speed "Furious" +++ Player Speed "Large" + Weight (+5% fall damage too) "Heavy" ++ Weight (+10%) "Weighted" +++ Weight (+20%) _____ "Of the 4-leafed Clover" (1-3% chance of not setting off trap) _____ "Of the Rabbits foot" (2-6%) _____ "Of the Golden Clover(or something else really lucky) (4-9%) [Health ones have names already] _____ "Of the Rabbit" + Jump _____ "Of the Frog" ++ Jump _____ "Of the Flea" +++ Jump As well as resistances "Pebble" +Resistance to object impact damage (1-5%) "Stone" ++ (4-10%) "Boulder" +++ (9-15%) "Mountain" ++++ (14-20%) ____ "Of Falling with style" +resistance to fall damage (1-6%) ____ "Of Air walking" ++ (6-12%) ____ "Of Hermes' Favor" +++ (12-18%) so you could combine a hat of weightedness with an attachment of air walking to have only bonuses, but less freedom with other things of course
9
« on: May 13, 2012, 08:58:24 AM »
I know a lot of them are, but its a little bare. it would really stand out against the other maps if you add stuff that makes it unique, other then the glass. Not sure what you could do,im kinda tired... maybe have a see through or glass walls with a cool skybox, different colors of glass, a second floor, funny shaped platforms etc.. thats all my ideas for now >.<
10
« on: May 06, 2012, 09:33:42 AM »
This looks amazing, can't wait till its added
11
« on: May 03, 2012, 07:03:41 AM »
Orbiting planets ftw! though I also enjoy My Rainstorm denim stainless steel pot
12
« on: April 30, 2012, 09:42:54 PM »
cormi3's last one could be named "confusion"
Name: Speed Effect: double's the speed of the person who hits it for a short time 2-3 seconds why: cuase people to lose control a bit, get away fast, have someone shoot over the edge or run into a set of mines charge 2-3 seconds
13
« on: April 30, 2012, 01:50:05 AM »
Alex's quintuple attachment pack! as in 5 in one post is all >.< Prop: huntsman arrow Item name: "An arrow in the knee" Description: "I used to be an adventurer" Location(bone): right calf ENT.Bone = "ValveBiped.Bip01_R_Calf" ENT.Model = "models/weapons/w_models/w_arrow.mdl"
util.PrecacheModel(ENT.Model)
ENT.Data = {} ENT.Data["alyx"] = {OffSet = Vector(-1.8,-11.25,0.13), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["arctic"] = {OffSet = Vector(-3.91,-10.63,0), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["barney"] = {OffSet = Vector(-0.31,-11.99,0.01), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["charple01"] = {OffSet = Vector(-0.72,-9.39,-1.02), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["combine_soldier"] = {OffSet = Vector(-1.6,-9.31,0.8), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["combine_soldier_prisonguard"] = {OffSet = Vector(-1.6,-9.31,0.8), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["combine_super_soldier"] = {OffSet = Vector(-1.6,-9.31,0.8), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["corpse1"] = {OffSet = Vector(-0.11,-9.31,0.19), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["eli"] = {OffSet = Vector(-1.8,-11.25,0.13), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["female_01"] = {OffSet = Vector(-0.94,-10.63,0), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["gasmask"] = {OffSet = Vector(-3,-10.63,0), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["gman_high"] = {OffSet = Vector(-0.94,-10.63,0), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["guerilla"] = {OffSet = Vector(-3.91,-10.63,0), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["hostage_01"] = {OffSet = Vector(-0.94,-10.63,0), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["kleiner"] = {OffSet = Vector(-0.18,-10.63,0.61), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["leet"] = {OffSet = Vector(-3.91,-10.63,0), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["male_01"] = {OffSet = Vector(-0.94,-10.63,0), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["monk"] = {OffSet = Vector(-0.94,-10.63,0), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["odessa"] = {OffSet = Vector(-0.94,-10.63,0), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["phoenix"] = {OffSet = Vector(-3.91,-10.63,0), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["police"] = {OffSet = Vector(-1.6,-9.31,0.8), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["riot"] = {OffSet = Vector(-3,-10.63,0), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["soldier_stripped"] = {OffSet = Vector(-1.6,-9.31,0.8), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["swat"] = {OffSet = Vector(-3,-10.63,0), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["urban"] = {OffSet = Vector(-0.26,-10.63,0), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)} ENT.Data["zombiefast"] = {OffSet = Vector(-3.25,-9.31,0.8), Size = 0.5, Scale = Vector(1,1,1), Angles = Angle(-1.49,82.53,7.32)}
-- Check: Number should be _26_ :: Is _26_ -- TRUE Prop: Battalion's backpack Name: Adventurer's Pack Description: "I never leave home without it" Location(bone): Spine 4 ENT.Bone = "ValveBiped.Bip01_Spine4" ENT.Model = "models/weapons/c_models/c_battalion_buffpack/c_batt_buffpack.mdl"
util.PrecacheModel(ENT.Model)
ENT.Data = {} ENT.Data["alyx"] = {OffSet = Vector(5.31,-2.34,0), Size = 1, Scale = Vector(1,1,1), Angles = Angle(180,-90.51,-88.19)} ENT.Data["arctic"] = {OffSet = Vector(6.92,-4.12,0.01), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-180,-99.09,-88.75)} ENT.Data["barney"] = {OffSet = Vector(5.59,-2.75,0), Size = 1, Scale = Vector(1,1,1), Angles = Angle(180,-90.51,-88.19)} ENT.Data["charple01"] = {OffSet = Vector(2.04,-1.93,0.01), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-180,-99.09,-88.75)} ENT.Data["combine_soldier"] = {OffSet = Vector(5.72,-6.03,0.01), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-180,-99.09,-88.75)} ENT.Data["combine_soldier_prisonguard"] = {OffSet = Vector(5.72,-6.03,0.01), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-180,-99.09,-88.75)} ENT.Data["combine_super_soldier"] = {OffSet = Vector(5.72,-6.03,0.01), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-180,-99.09,-88.75)} ENT.Data["corpse1"] = {OffSet = Vector(5.72,-3.1,0.01), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-180,-99.09,-88.75)} ENT.Data["eli"] = {OffSet = Vector(5.31,-2.34,0), Size = 1, Scale = Vector(1,1,1), Angles = Angle(180,-90.51,-88.19)} ENT.Data["female_01"] = {OffSet = Vector(5.55,-1.86,0), Size = 1, Scale = Vector(1,1,1), Angles = Angle(180,-90.51,-88.19)} ENT.Data["gasmask"] = {OffSet = Vector(5.55,-5.34,0), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-175.81,-99.09,-88.75)} ENT.Data["gman_high"] = {OffSet = Vector(5.55,-1.86,0), Size = 1, Scale = Vector(1,1,1), Angles = Angle(180,-90.51,-88.19)} ENT.Data["guerilla"] = {OffSet = Vector(5.55,-4.19,0), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-180,-99.09,-88.75)} ENT.Data["hostage_01"] = {OffSet = Vector(5.55,-2.51,0), Size = 1, Scale = Vector(1,1,1), Angles = Angle(180,-90.51,-88.19)} ENT.Data["kleiner"] = {OffSet = Vector(5.46,-1.9,0), Size = 1, Scale = Vector(1,1,1), Angles = Angle(180,-90.51,-88.19)} ENT.Data["leet"] = {OffSet = Vector(5.55,-4.19,0), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-180,-99.09,-88.75)} ENT.Data["male_01"] = {OffSet = Vector(5.55,-1.86,0), Size = 1, Scale = Vector(1,1,1), Angles = Angle(180,-90.51,-88.19)} ENT.Data["monk"] = {OffSet = Vector(5.46,-3.03,0), Size = 1, Scale = Vector(1,1,1), Angles = Angle(180,-90.51,-88.19)} ENT.Data["odessa"] = {OffSet = Vector(5.55,-2.51,0), Size = 1, Scale = Vector(1,1,1), Angles = Angle(180,-90.51,-88.19)} ENT.Data["phoenix"] = {OffSet = Vector(5.55,-4.19,0), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-180,-99.09,-88.75)} ENT.Data["police"] = {OffSet = Vector(5.72,-3.99,0.01), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-180,-99.09,-88.75)} ENT.Data["riot"] = {OffSet = Vector(5.55,-5.34,0), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-175.81,-99.09,-88.75)} ENT.Data["soldier_stripped"] = {OffSet = Vector(5.72,-2.84,0.01), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-180,-99.09,-88.75)} ENT.Data["swat"] = {OffSet = Vector(5.55,-5.34,0), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-175.81,-99.09,-88.75)} ENT.Data["urban"] = {OffSet = Vector(5.55,-5.34,0), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-175.81,-99.09,-88.75)} ENT.Data["zombiefast"] = {OffSet = Vector(5.72,-3.1,0.01), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-180,-99.09,-88.75)}
-- Check: Number should be _26_ :: Is _26_ -- TRUE Prop: Splendid Screen Name: Warrior's Shield Description: "Note: Does not stop rockets or sudden violent collisions" Location: Left forearm ENT.Bone = "ValveBiped.Bip01_L_Forearm" ENT.Model = "models/weapons/c_models/c_persian_shield/c_persian_shield_all.mdl"
util.PrecacheModel(ENT.Model)
ENT.Data = {} ENT.Data["alyx"] = {OffSet = Vector(7.22,0.16,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(94.3,0,0)} ENT.Data["arctic"] = {OffSet = Vector(6.47,0.95,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(99.12,0,0)} ENT.Data["barney"] = {OffSet = Vector(6.99,1.65,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(94.3,0,0)} ENT.Data["charple01"] = {OffSet = Vector(6.47,-0.72,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(99.12,0,0)} ENT.Data["combine_soldier"] = {OffSet = Vector(6.47,2.07,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(99.12,0,0)} ENT.Data["combine_soldier_prisonguard"] = {OffSet = Vector(6.47,2.07,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(99.12,0,0)} ENT.Data["combine_super_soldier"] = {OffSet = Vector(6.47,2.07,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(99.12,0,0)} ENT.Data["corpse1"] = {OffSet = Vector(6.47,0.5,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(99.12,0,0)} ENT.Data["eli"] = {OffSet = Vector(7.22,0.36,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(97.42,0,0)} ENT.Data["female_01"] = {OffSet = Vector(6.47,0.64,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(94.37,0,0)} ENT.Data["gasmask"] = {OffSet = Vector(6.47,0.64,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(99.12,0,0)} ENT.Data["gman_high"] = {OffSet = Vector(6.47,0.64,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(94.37,0,0)} ENT.Data["guerilla"] = {OffSet = Vector(6.47,0.64,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(99.12,0,0)} ENT.Data["hostage_01"] = {OffSet = Vector(6.47,0.64,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(94.37,0,0)} ENT.Data["kleiner"] = {OffSet = Vector(7.22,0.36,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(97.42,0,0)} ENT.Data["leet"] = {OffSet = Vector(6.47,0.64,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(99.12,0,0)} ENT.Data["male_01"] = {OffSet = Vector(6.47,0.64,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(94.37,0,0)} ENT.Data["monk"] = {OffSet = Vector(6.52,2.37,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(99.77,0,0)} ENT.Data["odessa"] = {OffSet = Vector(6.47,0.64,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(94.37,0,0)} ENT.Data["phoenix"] = {OffSet = Vector(6.47,0.95,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(99.12,0,0)} ENT.Data["police"] = {OffSet = Vector(6.47,0.5,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(99.12,0,0)} ENT.Data["riot"] = {OffSet = Vector(6.47,0.64,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(99.12,0,0)} ENT.Data["soldier_stripped"] = {OffSet = Vector(6.47,-0.57,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(99.12,0,0)} ENT.Data["swat"] = {OffSet = Vector(6.47,0.64,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(99.12,0,0)} ENT.Data["urban"] = {OffSet = Vector(6.47,0.64,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(99.12,0,0)} ENT.Data["zombiefast"] = {OffSet = Vector(6.47,0.5,7.732), Size = 1, Scale = Vector(1,1,1), Angles = Angle(99.12,0,0)}
-- Check: Number should be _26_ :: Is _26_ -- TRUE Prop: Quickfix backpack Name: Captain Proton's Backpack Description "To space, the final frontier, and beyond!" Location: Spine 4 ENT.Bone = "ValveBiped.Bip01_Spine4" ENT.Model = "models/weapons/c_models/c_proto_backpack/c_proto_backpack.mdl"
util.PrecacheModel(ENT.Model)
ENT.Data = {} ENT.Data["alyx"] = {OffSet = Vector(0.54,-6.54,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(0,87.54,90.02)} ENT.Data["arctic"] = {OffSet = Vector(1.96,-8.2,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-0.13,87.61,89.8)} ENT.Data["barney"] = {OffSet = Vector(2.07,-6.37,1.58), Size = 1, Scale = Vector(1,1,1), Angles = Angle(0,87.54,90.02)} ENT.Data["charple01"] = {OffSet = Vector(-1.07,-5.35,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-0.13,87.61,89.8)} ENT.Data["combine_soldier"] = {OffSet = Vector(1.35,-9.07,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-0.13,87.61,89.8)} ENT.Data["combine_soldier_prisonguard"] = {OffSet = Vector(1.35,-9.07,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-0.13,87.61,89.8)} ENT.Data["combine_super_soldier"] = {OffSet = Vector(1.35,-9.07,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-0.13,87.61,89.8)} ENT.Data["corpse1"] = {OffSet = Vector(2,-6.53,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-0.13,87.61,89.8)} ENT.Data["eli"] = {OffSet = Vector(0.54,-6.54,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(0,87.54,90.02)} ENT.Data["female_01"] = {OffSet = Vector(0.54,-7.45,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(0,87.54,90.02)} ENT.Data["gasmask"] = {OffSet = Vector(0.54,-7.75,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(0,87.54,90.02)} ENT.Data["gman_high"] = {OffSet = Vector(0.54,-6.39,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(0,87.54,90.02)} ENT.Data["guerilla"] = {OffSet = Vector(2.08,-7.75,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(0,87.54,90.02)} ENT.Data["hostage_01"] = {OffSet = Vector(0.54,-6.91,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(0,87.54,90.02)} ENT.Data["kleiner"] = {OffSet = Vector(0.54,-5.86,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(0,87.54,90.02)} ENT.Data["leet"] = {OffSet = Vector(2.08,-7.75,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(0,87.54,90.02)} ENT.Data["male_01"] = {OffSet = Vector(0.54,-7.27,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(0,87.54,90.02)} ENT.Data["monk"] = {OffSet = Vector(0.54,-7.84,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(0,87.54,90.02)} ENT.Data["odessa"] = {OffSet = Vector(0.54,-6.91,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(0,87.54,90.02)} ENT.Data["phoenix"] = {OffSet = Vector(2.08,-7.75,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(0,87.54,90.02)} ENT.Data["police"] = {OffSet = Vector(1.35,-8,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-0.13,87.61,89.8)} ENT.Data["riot"] = {OffSet = Vector(0.54,-7.75,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(0,87.54,90.02)} ENT.Data["soldier_stripped"] = {OffSet = Vector(-0.6,-6.32,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-0.13,87.61,89.8)} ENT.Data["swat"] = {OffSet = Vector(0.54,-7.75,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(0,87.54,90.02)} ENT.Data["urban"] = {OffSet = Vector(0.54,-7.75,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(0,87.54,90.02)} ENT.Data["zombiefast"] = {OffSet = Vector(-1.08,-6.1,1.97), Size = 1, Scale = Vector(1,1,1), Angles = Angle(-0.13,87.61,89.8)}
-- Check: Number should be _26_ :: Is _26_ -- TRUE Prop: Bird from meet the medic Name: "The Almost parrot" Description: "It almost talks too" Location: Right upper arm ENT.Bone = "ValveBiped.Bip01_R_UpperArm" ENT.Model = "models/props_forest/bird.mdl"
util.PrecacheModel(ENT.Model)
ENT.Data = {} ENT.Data["alyx"] = {OffSet = Vector(-3.04,-0.54,-2.2), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(0,-88.46,139.59)} ENT.Data["arctic"] = {OffSet = Vector(-6.84,-0.9,-3.48), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(-0.96,-92.17,145.31)} ENT.Data["barney"] = {OffSet = Vector(-4.67,-0.77,-2.92), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(0,-88.46,139.59)} ENT.Data["charple01"] = {OffSet = Vector(-4.55,0.26,0.17), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(-0.96,-92.17,145.31)} ENT.Data["combine_soldier"] = {OffSet = Vector(-5.29,-0.32,-4.12), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(-0.96,-92.17,145.31)} ENT.Data["combine_soldier_prisonguard"] = {OffSet = Vector(-5.29,-0.32,-4.12), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(-0.96,-92.17,145.31)} ENT.Data["combine_super_soldier"] = {OffSet = Vector(-6.93,-0.32,-6.31), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(-0.96,-92.17,145.31)} ENT.Data["corpse1"] = {OffSet = Vector(-6.09,0.26,-2), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(-0.96,-92.17,145.31)} ENT.Data["eli"] = {OffSet = Vector(-4.67,-0.54,-2.2), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(0,-88.46,139.59)} ENT.Data["female_01"] = {OffSet = Vector(-2.62,-0.38,-1.68), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(0,-88.46,147.47)} ENT.Data["gasmask"] = {OffSet = Vector(-6.8,0,-4.77), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(0,-92.9,141.74)} ENT.Data["gman_high"] = {OffSet = Vector(-5.58,-0.38,-2.15), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(0,-88.46,147.47)} ENT.Data["guerilla"] = {OffSet = Vector(-6.84,-0.9,-3.48), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(0,-92.9,141.74)} ENT.Data["hostage_01"] = {OffSet = Vector(-4.18,-0.27,-2.15), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(0,-88.46,147.47)} ENT.Data["kleiner"] = {OffSet = Vector(-4.04,-0.54,-1.88), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(0,-88.46,139.59)} ENT.Data["leet"] = {OffSet = Vector(-5.9,-1.09,-3.28), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(0,-92.9,141.74)} ENT.Data["male_01"] = {OffSet = Vector(-3.91,-0.38,-2.2), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(0,-88.46,147.47)} ENT.Data["monk"] = {OffSet = Vector(-4.18,-1.6,-2.8), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(0,-88.46,147.47)} ENT.Data["odessa"] = {OffSet = Vector(-4.18,-0.27,-2.15), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(0,-88.46,147.47)} ENT.Data["phoenix"] = {OffSet = Vector(-6.84,-0.9,-3.48), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(0,-92.9,141.74)} ENT.Data["police"] = {OffSet = Vector(-3.11,-0.32,-3.54), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(-0.96,-92.17,145.31)} ENT.Data["riot"] = {OffSet = Vector(-6.26,0,-3.64), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(0,-92.9,141.74)} ENT.Data["soldier_stripped"] = {OffSet = Vector(-4.11,-0.32,-1.13), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(-0.96,-92.17,136.1)} ENT.Data["swat"] = {OffSet = Vector(-6.4,-0.38,-3.51), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(0,-92.9,141.74)} ENT.Data["urban"] = {OffSet = Vector(-6.06,-0.38,-3.51), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(0,-88.46,147.47)} ENT.Data["zombiefast"] = {OffSet = Vector(-4.54,0.26,-1.05), Size = 0.6, Scale = Vector(1,1,1), Angles = Angle(-0.96,-92.17,145.31)}
-- Check: Number should be _26_ :: Is _26_ -- TRUE
14
« on: April 25, 2012, 11:28:52 PM »
The Counterfeit Billycock!
"Ze hat iz a Spy!!"
ENT.Bone = "ValveBiped.Bip01_Head1" ENT.Model = "models/player/items/spy/fwk_spy_disguisedhat.mdl"
util.PrecacheModel(ENT.Model)
ENT.Data = {} ENT.Data["alyx"] = {OffSet = Vector(4.37,1.1,0.04), Size = 1.18, Scale = Vector(1.06,1,1), Angles = Angle(1.89,-72.42,-87.87)} ENT.Data["arctic"] = {OffSet = Vector(7.32,0.28,-0.06), Size = 1.22, Scale = Vector(1,1,1), Angles = Angle(0.23,-80.91,-87.87)} ENT.Data["barney"] = {OffSet = Vector(4.68,-0.04,0), Size = 1.16, Scale = Vector(1,1,1), Angles = Angle(1.89,-72.42,-87.87)} ENT.Data["charple01"] = {OffSet = Vector(3.57,0.28,-0.06), Size = 0.95, Scale = Vector(1,1,1), Angles = Angle(0.23,-80.91,-87.87)} ENT.Data["combine_soldier"] = {OffSet = Vector(7.18,1.4,-0.06), Size = 1.25, Scale = Vector(1,1,1), Angles = Angle(0.23,-82.15,-92.3)} ENT.Data["combine_soldier_prisonguard"] = {OffSet = Vector(7.18,1.4,-0.06), Size = 1.25, Scale = Vector(1,1,1), Angles = Angle(0.23,-82.15,-92.3)} ENT.Data["combine_super_soldier"] = {OffSet = Vector(7.02,1.69,0), Size = 1.38, Scale = Vector(1,1,1), Angles = Angle(0.23,-77.79,-92.3)} ENT.Data["corpse1"] = {OffSet = Vector(5.34,-0.45,-0.06), Size = 1.04, Scale = Vector(1,1,1), Angles = Angle(0.23,-80.91,-92.3)} ENT.Data["eli"] = {OffSet = Vector(5.6,0.7,0.04), Size = 0.96, Scale = Vector(1.06,1,1), Angles = Angle(1.89,-72.42,-87.87)} ENT.Data["female_01"] = {OffSet = Vector(4.65,-0.32,0), Size = 1.04, Scale = Vector(1,1,1), Angles = Angle(0.18,-78.55,-87.87)} ENT.Data["gasmask"] = {OffSet = Vector(7.96,-0.89,0), Size = 1.41, Scale = Vector(1,1,1), Angles = Angle(0.23,-82.1,-87.87)} ENT.Data["gman_high"] = {OffSet = Vector(6.52,-0.23,0), Size = 1.04, Scale = Vector(1,1,1), Angles = Angle(0.18,-78.55,-87.87)} ENT.Data["guerilla"] = {OffSet = Vector(7.32,0.28,-0.06), Size = 1.22, Scale = Vector(1,1,1), Angles = Angle(0.23,-80.91,-87.87)} ENT.Data["hostage_01"] = {OffSet = Vector(5.41,0.07,0), Size = 1.04, Scale = Vector(1,1,1), Angles = Angle(0.88,-78.5,-87.87)} ENT.Data["kleiner"] = {OffSet = Vector(5.26,0.7,0.04), Size = 1.11, Scale = Vector(1,1,1), Angles = Angle(1.89,-72.42,-87.87)} ENT.Data["leet"] = {OffSet = Vector(7.85,-0.25,-0.06), Size = 1.18, Scale = Vector(1,1,1), Angles = Angle(0.23,-80.91,-87.87)} ENT.Data["male_01"] = {OffSet = Vector(6.23,-0.32,0), Size = 1.04, Scale = Vector(1,1,1), Angles = Angle(0.18,-78.55,-87.87)} ENT.Data["monk"] = {OffSet = Vector(6.12,0.82,0), Size = 1.04, Scale = Vector(1,1,1), Angles = Angle(2.39,-66.74,-87.87)} ENT.Data["odessa"] = {OffSet = Vector(5.44,-0.11,0), Size = 1.08, Scale = Vector(1,1,1), Angles = Angle(10,-73.37,-87.87)} ENT.Data["phoenix"] = {OffSet = Vector(7.32,0.28,-0.06), Size = 1.22, Scale = Vector(1,1,1), Angles = Angle(0.23,-80.91,-87.87)} ENT.Data["police"] = {OffSet = Vector(6.5,-0.79,-0.06), Size = 1.24, Scale = Vector(1,1,1), Angles = Angle(0.23,-82.15,-92.3)} ENT.Data["riot"] = {OffSet = Vector(7.68,-0.45,-0.06), Size = 1.41, Scale = Vector(1,1,1), Angles = Angle(0.23,-82.1,-87.87)} ENT.Data["soldier_stripped"] = {OffSet = Vector(4.32,0.61,0), Size = 0.91, Scale = Vector(1,1,1), Angles = Angle(0.23,-77.79,-92.3)} ENT.Data["swat"] = {OffSet = Vector(8.7,-0.81,0), Size = 1.44, Scale = Vector(1,1,1), Angles = Angle(0.23,-82.1,-87.87)} ENT.Data["urban"] = {OffSet = Vector(7.68,-0.64,0), Size = 1.44, Scale = Vector(1,1,1), Angles = Angle(0.23,-82.1,-87.87)} ENT.Data["zombiefast"] = {OffSet = Vector(3.78,0.78,-0.06), Size = 1.04, Scale = Vector(1,1,1), Angles = Angle(0.23,-80.91,-92.3)}
-- Check: Number should be _26_ :: Is _26_ -- TRUE
15
« on: April 25, 2012, 08:09:06 PM »
Sounds good! ill join this one too
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