Welcome to Open Carnage

A resource for gamers and technology enthusiasts, with unique means of rewarding content creation and support. Have a wander to see why we're worth the time!


  • Content count

  • Joined

  • Last visited

  • Raffle Tickets



About aLTis

  • Birthday 09/17/1994

Extra Information

  • Gender
  • Location
  • Interests
    ur mum

Contact Methods

Recent Profile Visitors

5,648 profile views
  1. Finished armor ability HUD, it shows which one you have picked up and a cooldown meter. It's using battery and secondary ammo meters in stupid ways to work.
  2. Give this a shot
  3. Just a small update, finally got something to work. Now yaw rotation works fine even if players aren't on the front of the vehicle, haven't touched other rotations yet but this should be enough for now. Still need to add the center that vehicle turns around into the calculations somehow, not sure if mass center in physics tag is what I need. The script has a lot of commented out mess right now, ignore that :v walk_on_vehicles.lua
  4. So the other 3 floats are just as important as the first 3? I was somehow fine using just first 3 until now. Edit. After messing around for a while I understood that I still have no clue what I'm doing :V
  5. This allows players to stand and walk on vehicles driven by other players, later I will make it work on unoccupied vehicles as well. It's still not finished and the math is not correct but good enough for now. There is a lot of shaking and lag on most of the vehicles, limiting your framerate to 30 improves it slightly (you can just use the command framerate_throttle 1). I could use some help with this script since my knowledge is pretty limited and I do a lot of the things by trial and error. What I mostly need help with is calculating the position change for players when the vehicle turns. What I have kind of works but only if the players are standing on the front of the vehicle but still it's not accurate. walk_on_vehicles.lua

    When you release biggas v3 ?

    1. Show previous comments  3 more
    2. Thomas


      Do me a favor, make sure we can test it will you?  I want that chance...  With our seriously powerful dedicated server, I can have a server up and running in under 5 - 10 minutes with this map, depending on how big the map is...  But we have a dedicated 2TB disk for games, so should not be a big issue!

    3. aLTis


      I have my own server for testing already, I don't know if I need another one. If you want to test the map then join SBB discord, that's where I test my maps and stuff. http://discord.me/SBB

    4. Thomas


      Maybe I will at some stage...

  7. ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°)
  8. Technically this will work on any vehicle but it will not change any of the animations so it might look pretty stupid.
  9. So technically this would be like halo ce's assault gametype but without the flags? I'll try to do this.
  11. If you want something done then you gotta do it yourself :'v


  12. Updated the script. Turns out giraffe was right about driver seat checking, in the old version of the script the more passengers the vehicle had - the baster it boosted lol. Also added FLYING_VEHICLES table which should be used for ghosts and other vehicles that don't touch the ground while moving.