Thanks for the info! I was thinking the AddonLoaded hook could work if there was a way to access any lines that are sent to the console, but I'm not sure if that's actually possible.
I didn't think to use the guest replay for this; I was trying to view best time replays with a character addon...
I want to make a mod where every time a replay is saved in Time Attack, it will automatically create a .txt file with the replay name. The file will contain a list of every addon that was loaded (in order) when the replay was saved. It would be useful for if you want to watch a replay but aren't...
For example, for the power pw_nocontrol, is there a way to enable it indefinitely? Currently I'm just setting it to a really high number, which does work, but I'd rather set it to infinity.
I'm not sure if there's a way to watch a replay with multiple ghosts, if that's what you mean.
If you want multiple ghosts to show while you're playing, go into record attack and click "ghosts." Then set "best time" to "show all." This will show the ghost replay for each character's fastest time.
A nice extra feature could be if you could adjust how much the camera rolls compared to the character (ex: having a camera roll setting at 0.5 would make the camera roll half as much as the character). Then it would be easier to tell which way is up while still having a bit of camera roll.
In time attack, I think it would be nice to have an indicator of which character has best best overall time (regardless of stats).
Next to BEST LAP and BEST TIME could simply be the character's icon.
It would also be handy to be able to view the replay of the best lap/time overall
Like the...
EDIT! After testing a lot, I've found that this doesn't work on every wall. I dunno what's up with some of the walls but they just mess everything up. I'll edit the solution if I find a fix.
SOLUTION:
local wallNormal = R_PointToAngle2(line.v1.x, line.v1.y, line.v2.x, line.v2.y) //finds the...
I'm trying to make a Star-Fox-esc character that requires me to use the movement keys (WASD in this case) as buttons in the script (to change how the movement works). These buttons are do not have any corresponding button flags as far as I know. Is there any way to do this, or can you only use...
I'm trying to make a second wait animation state. As you can see, after it plays the first wait animation (which only lasts 1 second), it plays the second one. For some reason when I move while the second state is active, it doesn't change to walking/running. However, it does change when I jump...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.