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Search found 298 matches Page 1 of 30
by rlranft
Sat Jul 30, 2016 2:39 pm
Forum: Beginner
Topic: What did I collide with?
Replies: 6
Views: 479
Excellent - now we're getting somewhere! Or, maybe nowhere, because it looks like the code that generates the callback isn't actually passing our object reference to script. Congratulations! Sounds like a bug, buddy! Perhaps wander over to the GitHub repo and log an issue?
by rlranft
Fri Jul 29, 2016 6:58 pm
Forum: Beginner
Topic: What did I collide with?
Replies: 6
Views: 479
In vehicle.cs I used onCollision and onImpact, in these functions have tried using %col.getClassName(), %col.getType(), %col.GetName(), %col.GetTargetName(0), %col.GetInternalName() etc. but nothing works. If you don't name every rock and tree in your level how do you know the getName() methods don...
by rlranft
Thu Jul 28, 2016 7:28 pm
Forum: Beginner
Topic: How to destroy decal
Replies: 16
Views: 858
I'm just gonna chime in here and say that when the engine was written people were happy just to have decals working - most didn't bother doing anything besides let the decals fade (like T3D does). Old code is old, bro.
by rlranft
Wed Jul 27, 2016 6:47 pm
Forum: Beginner
Topic: How to destroy decal
Replies: 16
Views: 858
On the client functions exist for adding/removing decals, but you have to have the decal's id: decalManagerRemoveDecal(%unit.decal); decalManagerAddDecal(%position, %norm, 0, 1, "destDecal", true); http://www.roostertailgames.com/TorqueRef/content/documentation/Scripting/Ad...
by rlranft
Wed Jul 27, 2016 5:10 pm
Forum: Gameplay
Topic: [C++]Bullet decals disappear if the base is destroyed
Replies: 9
Views: 771
Hmm, that's a good question - I thought these decals were handled client-side, but in source it references gDecalManager so perhaps these are server-side and replicated.... <shrug>
by rlranft
Tue Jul 26, 2016 7:41 pm
Forum: General
Topic: Terrain resolution question...
Replies: 9
Views: 662
Well, getting stuck more is probably a result of having the higher horizontal resolution while keeping the same vertical size - so more polygons that exceed the "max walkable" slope. So one would have to ensure that the source heightmap was relatively free of noise.
by rlranft
Tue Jul 26, 2016 5:04 pm
Forum: General
Topic: Terrain resolution question...
Replies: 9
Views: 662
Yeah, that should do the trick - the "downside" is the increase in the terrain data size. So unless you're running the 64 bit build you'll hit the memory cap earlier.
by rlranft
Wed Jul 13, 2016 2:21 am
Forum: Announcements
Topic: Torque 3D 3.9 Released
Replies: 36
Views: 6957
Can we change the versioning scheme? I'd like to offer this: Major version: Dr. Seuss book titles, in alphabetical order ascending. Minor version: Genus/species names of rodents, in alphabetical order by genus first then species ascending. Build/update version: Pastry names from around the world, in...
by rlranft
Tue Jul 12, 2016 2:41 pm
Forum: Beginner
Topic: Tutorial: How to compile the new version of Torque3D v3.9
Replies: 12
Views: 1467
Hey, next time contact me if you need an ugly soundtrack for your video.
by rlranft
Tue Jul 12, 2016 6:44 am
Forum: General
Topic: ** VOTE ** - New TorqueScript extension!
Replies: 23
Views: 1801
Bloodknight wrote:vim seriously, apart from superiority complex, antique and bristly microsoft haters pretty much nobody really uses vim. :p


No doubt! I use vi much more often than vim.

And I voted for .torquescript because I'm perverse that way (I'm a father, after all). And it won't clash.
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Search found 298 matches Page 1 of 30