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Posts posted by Excision
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Currently, on crashes, sometimes things spawned and sized from macros will reset themselves. A .gob mass size would be seriously useful in these times, such as whenever you're trying to scale things to .01 or .1 and they all go back to 1, but you can't find them all as they're just too big.
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On 3/22/2019 at 9:28 PM, DavidTwo said:I know they did a HUMANGILNEAS version of the Gilnean buildings months ago (.lookup object humangilneas), but that's only of the buildings.
It would be cool if they cleaned up the Gilnean furniture and stuff to a more human-y, garrison-like texture (Like Patch-P on Divinity-X had)
Unfortunately those don't have the same sweet effect that I'm looking for ;( The furniture would be pretty nice though.
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4 hours ago, InquisitiveCat said:Undoing the last object you just done
Well, thanks to Azar, all gobjects are immediately selected upon placement. On RPH, it was a nice thing that I believe everyone got used to, but honestly it's just a command that there's already something for
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.gob multiple [ID]
Basically, it is a command that allows you to create a gobject out of a certain number of objects you placed, molding them into one name!Reasoning: Some gobjects, like fountains, come without water. With this, you could add the last gobjects you spawned (however many you wanted) to one template and create the same fountain with water automatically added under a completely new ID! Anybody can use the new ID as well.
It would save the place you're standing when you create it as the spawn point for the object. It could also save scales, rotations, and any other command that could've been used on it. This has the potential to help builders with faster building or using an idea over again without the hassle.Example: 3 bookshelf gobs and 2 gem gobs, under a new name to spawn all of them as 1 single gob, already placed and positioned as the builder in question wishes for them to be.
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On 7/29/2017 at 8:48 PM, Michael said:Don't think the duration is stored anywhere in db2s so you will have to enter a duration probably.
What could happen is that we could do .ph playsound id {starttime} {endtime} loop to use it that way too~
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As far as I've seen, a lot of gobjects used in common builds are now clickable. Some tend to stray away from those types of gobjects (guilty as charged) and only use them if they have no other option. What I'm proposing is not a removal of the entire gobject, but a removal of it being clickable. Additionally, what would be nice is a forge to make things activate when you make a custom gobject out of them, such as a door.
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Once targetted, other players can turn on/off your .cheat fly, as well as they can morph you.
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14 hours ago, Michael said:An in-game model viewer is quite impossible as there's no way to tell how big an object is. So positioning an object in the model frame is difficult. The Morph viewer was possible because NPC models have cameras to set the viewport to. World objects do not. If WMV does not load your Epsilon folder, you need a .build.info file, wow.exe, and wow-64.exe in the folder you're trying to load.
Perhaps the idea could be changed to a gobject list that you can quicksearch and scroll through, if not the objects shown itself.
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.ph playsound loop
Basically does what the command says. Useful for whenever someone wants to play music in their phase but doesn't want to keep restarting it every minute or so. -
Having an ingame gobject model viewer would be nice. I can get WMV to work, but it refuses to show and legion gobs when I click on it.
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Just now, Grimm said:I don't believe you.
Why not? <:
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The grand Boof, with the forums giving me shitty quality.
Sylverian Dreamer
in Patch Suggestions
Posted
This beautiful mount was put in during 8.2.0, but sadly didn't make it into Epsilon. I'd love it see it here. ;u;.