![mutilate a doll 3 no lag mutilate a doll 3 no lag](https://i.pinimg.com/236x/e9/80/bc/e980bc067a7835fe91406ada14914147.jpg)
I did start another project about rocks and space and lazors though. When I get some inspiration, I’ll probably fix all of the above in one sitting, but for now it’s on hold. Then I got rid of weapons and noticed it was just a ragdoll masters clone, which is boring, but I couldn’t come up with anything special so I just let it be. Then the weapons started acting up, suddenly I was impaled by my own sniper rifle, which apparently was shooting my right leg because the AI was trying to shoot its weapon.
MUTILATE A DOLL 3 NO LAG CODE
I made (buggy) graphics for it, and right about the following day I found out that I could’ve directly coloured the the engine’s own graphics (like Mutilate nowadays does), so I’d have to rewrite half of the code to get it back to original state (hurray for not backing up the source). > How is the mutilate a doll spin off coming? The one you posted about two pages ago that is like ragdoll masters. `Note: the screen is (0,0) - (800,600) and Flash's coordinates are kinda inverted (0,0) is top-left.` _change gravity -10_Įnables mode where joints and objects’ centers of mass etc. _spawn ragdoll 100 100 90_Ĭhanges a global variable such as speed or gravity. For example, I don’t have to add new items to the menu – and then delete them from there afterwards if something goes wrong. The console is mainly to speed up my work when designing new stuff. There’s no documentation (such as list of correct item names) of any kind either. It’s very limited till I add more commands to it. Up/down to browse previously entered commands (they’re saved), enter to send command. Select it and you can start entering commands. It’ll appear as the gray bar on the bottom. Give it a test by hitting the “ **Home** ”-key. Whipped up a very experimental console today.