Lizardcommando's mods journal
Moderator: wildweasel
- lizardcommando
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- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
- Chronoteeth
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- TheDarkArchon
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- Location: What's that fucking smell
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- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
- Chronoteeth
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- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
I changed the scale size thing to 3 so now the flames are as big as the molotov explosion. I also got rid of two of the fire spawner things. It still doesn't look right since I am unable to create the formation that I want which is something like this:
By the way, what did you think of the .45 Machine Pistol and the new SMGTrooper?
Code: Select all
* * *
* + *
* * *
+ is the explosion
* is the fire spawned by the explosion.
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
Just a quick note, I re-released the beta. I fixed the handcannon so that it doesn't reload automatically and I resized the flames for the molotov cocktail and I made it respawn less of them. It's still a little buggy, but it's functional. Same goes for the handcannon, although it won't make a click noise when it's empty. That's not a big loss though so I don't mind that.
- lizardcommando
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- Location: Somewhere in California
- Chronoteeth
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- lizardcommando
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- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
Ok, here's the new update for the beta. I fixed the flames once again. Apparently, I had two SCALE properties in it. I dunno how that happened. I tried to fix how the flames spawned, but it didn't work too good.
http://www.geocities.com/lizardcommando/extermbeta2.zip
So tell me what you think of the new stuff. Should I keep the human enemies or should I get rid of them for wide release of this mod?
http://www.geocities.com/lizardcommando/extermbeta2.zip
So tell me what you think of the new stuff. Should I keep the human enemies or should I get rid of them for wide release of this mod?
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
Well, I just finished the new Lizard enemies that will replace the human pistol guys. This dude replaces the Military Guard (now called the Military Officer)


The Lizard enemy that replaces the Officer is the Security Guard. It's just the Barney Calhoun lizard from ICD-Lizard.
I still can't get the flames for the fire bombs fixed. It still spawns funky. Meh. There's not much I can do about it... I still haven't heard much feedback about the beta besides the fire being too big. Any other comments?


The Lizard enemy that replaces the Officer is the Security Guard. It's just the Barney Calhoun lizard from ICD-Lizard.
I still can't get the flames for the fire bombs fixed. It still spawns funky. Meh. There's not much I can do about it... I still haven't heard much feedback about the beta besides the fire being too big. Any other comments?
- TheDarkArchon
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- lizardcommando
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Alright, this is the last beta test before I go for a wide release of this mod. I really need some feedback for this one. I am actually considering getting rid of at least two weapons. I might even get rid of the human enemies to make it just a weapons mod and nothing more. This might not happen (unless alot of people want me to get rid of them), but I am definately sure that I will get rid of at least two weapons. The fire bombs are most likely going to be gone unless someone can fix them. I'm not sure about the second weapon. I like most of the weapons.
I copied parts of the firespawning code from the Incendiary Bomb Launcher from the WRW. It's a bit buggy, especially when it spawns the fire, so be careful when you throw the fire bombs.
So test it out and tell me what you think.
http://www.geocities.com/lizardcommando/extermbeta2.zip
I copied parts of the firespawning code from the Incendiary Bomb Launcher from the WRW. It's a bit buggy, especially when it spawns the fire, so be careful when you throw the fire bombs.
So test it out and tell me what you think.
http://www.geocities.com/lizardcommando/extermbeta2.zip
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
I just uploaded the final (seriously, this is it) beta version of the mod. I got rid of the Molotov Cocktails since they were fucked up beyond repair. I couldn't get them fixed and it was too much of a hassle to try and do any more shit to it. I also changed the weapon list around a bit. The RPG-7 moved to WeaponList5 and I moved the Flamethrower to WeaponList7. Think of the 5th weapon list as the Explosives section and the 7th weapon list as the Heavy Weapons section or the US's Vietnam War Era weapon loadout. The reason being is that there's the Heavy Machinegun which would be the M60 and the Flamethrower... well, I'm sure Flamethrowers were used during the Vietnam War... Anyways, the link is below.
http://www.geocities.com/lizardcommando/extermbeta2.zip
Give me some feedback please.
http://www.geocities.com/lizardcommando/extermbeta2.zip
Give me some feedback please.