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Author Topic: LooneyTrails v1.2  (Read 5290 times)

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101satoon101

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LooneyTrails v1.2
« on: September 18, 2009, 02:35:43 pm »

First, sorry if this is in the wrong section.  I'm pretty sure it is in the correct section, but maybe not.

LooneyTrails is a script that adds (server side) trail effects to projectile entities of many Source-engine based games.  As of version 1.2, it now has support for GoldenEye Source.  The supported entities for GES are npc_tknife, npc_grenade, and npc_mine.  The trail effects are beam, dust, energy, smoke, and sparks.  Server owners can choose different trails for each entity.  They can choose to have no effect for a given entity or even "random" which will choose a random trail each time that entity is created.

Since GoldenEye Source is an OrangeBox game, it not only requires ES 2.1, but cfglib as well.  The easiest way to install cfglib is to download ES 2.0 and extract only the ..addons/eventscripts/_libs/python/cfglib.py to the appropriate folder.

I hope that if you test this, you will like it.  If you do, please feel free to log in to the Eventscripts Forum and +woot the script.

Satoon
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major

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Re: LooneyTrails v1.2
« Reply #1 on: September 18, 2009, 04:52:56 pm »

That's kinda cool... might check it out and goof  off with it.

Beta4 has similar features built in, but till then it looks fun.
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PPK

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Re: LooneyTrails v1.2
« Reply #2 on: September 18, 2009, 10:59:21 pm »

Sounds fun and kudos for announcing it (or working on it too), but I believe it doesn't fit very well into the world of GE:S, unless we're talking about a game just to fool around
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Doc.NO

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Re: LooneyTrails v1.2
« Reply #3 on: September 18, 2009, 11:59:52 pm »

actually this section was for LUA gameplay scripts not for 3rd party plugins :P Still nice to see you support GES, and I thank you for that.
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101satoon101

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Re: LooneyTrails v1.2
« Reply #4 on: September 20, 2009, 09:54:04 am »

Which forum should I post in for future reference if I create another script that is compatible with GES?

Thanks for the kind words, I hope some of you download and test it out.  Let me know if you do, and whether you like it or not.  As far as not fitting the world of GE:S, I can kinda understand that.  When I was modifying it to fit multiple mods, this was not a concern of mine.  I just made it compatible because it was easy to do, and figured 'why not'.

Satoon
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Re: LooneyTrails v1.2
« Reply #5 on: September 21, 2009, 05:09:01 am »

Which forum should I post in for future reference if I create another script that is compatible with GES?

Thanks for the kind words, I hope some of you download and test it out.  Let me know if you do, and whether you like it or not.  As far as not fitting the world of GE:S, I can kinda understand that.  When I was modifying it to fit multiple mods, this was not a concern of mine.  I just made it compatible because it was easy to do, and figured 'why not'.

Satoon

And we thank you for that. That shows commitment and may spark some interest in this mod by seeing it listed on the compatibility list of LooneyTrails.

Regarding any new posts of third-party stuff, I'd say you post on the general Custom Releases boards, id est in here.
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major

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Re: LooneyTrails v1.2
« Reply #6 on: September 21, 2009, 06:50:57 am »

A website admin should create another childboard for Server creations, then SM topic, this, and such can go in there.
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101satoon101

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Re: LooneyTrails v1.2
« Reply #7 on: September 22, 2009, 06:22:05 am »

Ok, cool.  I'll start posting in the main Custom Releases board for now.  And, if the new one is created, I'll start posting there.  Thank you all, and hope you enjoy.

Satoon
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