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Messages - Alex Galloway

Pages: [1] 2
1
Help & Support / Re: Magic dust not working?
« 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
Help & Support / Magic dust not working?
« 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
lol I'm the one who unboxed that.
Is 4 mil a good offer?

4
Trading / Re: Selling 4 Jewels (Auction)
« on: July 18, 2012, 08:43:30 PM »
1 mil

5
Trading / Re: Selling 4 Jewels (Auction)
« on: July 18, 2012, 08:13:48 PM »
850k

6
MoronYard Discussion / Re: MoronYard Lottery #16
« on: June 27, 2012, 07:48:15 PM »
sign me up for the newest one c:

7
MoronYard Discussion / Re: Unique Item Suggestions [IMPORTANT]
« 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
News & Announcements / Re: Attributes for items
« 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 :D

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
Smash / Re: [WiP] mg_smash_glass
« 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
Lobby / Re: Lobby (WIP)
« on: May 06, 2012, 09:33:42 AM »
This looks amazing, can't wait till its added

11
MoronYard Discussion / Re: Any rare effect?
« on: May 03, 2012, 07:03:41 AM »
Orbiting planets ftw! though I also enjoy My Rainstorm denim stainless steel pot

12
Smash / Re: Suggest a Smash Weapon / Tool!
« 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
MoronYard Discussion / Re: Item Submissions
« on: April 30, 2012, 01:50:05 AM »
Alex's quintuple attachment pack! :D 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

Code: [Select]
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
Code: [Select]
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

Code: [Select]
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

Code: [Select]
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

Code: [Select]
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
MoronYard Discussion / Re: Item Submissions
« on: April 25, 2012, 11:28:52 PM »
The Counterfeit Billycock!

"Ze hat iz a Spy!!"
Code: [Select]
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
MoronYard Discussion / Re: MoronYard Lottery #9
« on: April 25, 2012, 08:09:06 PM »
Sounds good! ill join this one too :D

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