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by Duion
Thu Feb 15, 2018 8:40 am
Forum: Content
Topic: First person legs and body
Replies: 35
Views: 5508
Then why does it work for me and not for you? What did you change?
by Duion
Thu Feb 15, 2018 1:49 am
Forum: Content
Topic: First person legs and body
Replies: 35
Views: 5508
There is a simple checkbox where you enable the shadows in first person of the third person model, it works well and I use it. So I do not really understand your problem. It is kind of irrelevant of what you use in first person, the shadow will always work.
by Duion
Wed Feb 14, 2018 3:47 am
Forum: Content
Topic: First person legs and body
Replies: 35
Views: 5508
Why don't you just use the same model for both.
by Duion
Fri Feb 09, 2018 8:34 pm
Forum: General
Topic: Bad Behaviour is behaving badly
Replies: 12
Views: 130
Well I have no crashes or errors, it is just that this certain secondary menu will not pop up, so I thought you were having different issues.
by Duion
Fri Feb 09, 2018 6:53 pm
Forum: General
Topic: Bad Behaviour is behaving badly
Replies: 12
Views: 130
I added BadBehavior successfully and am using it, all I had to do was copy the files in and add a few lines so it gets compiled and executed, there was nothing complicated about it and no it does not use anything as it is standalone except the GUI bug that I described that you get since SDL has been...
by Duion
Fri Feb 09, 2018 4:20 pm
Forum: General
Topic: Bad Behaviour is behaving badly
Replies: 12
Views: 130
Adding BadBehavior to a newer or older version of Torque is kind of irrelevant, since the only thing you change is copying in that folder "BadBehavior" with the source code and adding some lines in the build files so it gets compiled. And in the template also the only thing you need to do ...
by Duion
Fri Feb 09, 2018 2:25 pm
Forum: General
Topic: Bad Behaviour is behaving badly
Replies: 12
Views: 130
I implemented Bad Behavior and it works fine, there is only a problem with the new SDL2 GUI, but nothing that crashes anything.
by Duion
Wed Feb 07, 2018 7:49 pm
Forum: TorqueScript
Topic: How to make AI react to sounds?
Replies: 4
Views: 128
Not every sound is an animation, thats just the case for footsteps, a gun fire is not an animation, well it can be, but does not have to be. Other sounds are pickup items, throw items like interaction sounds, or if something explodes. You can probably bind a large part of sounds to animations, but I...
by Duion
Tue Feb 06, 2018 10:10 pm
Forum: TorqueScript
Topic: How to make AI react to sounds?
Replies: 4
Views: 128
I'm talking about sounds, not animations. Animation triggers are for footstep decals, particles and sounds and it has nothing to do with AI players.
by Duion
Mon Feb 05, 2018 9:39 pm
Forum: TorqueScript
Topic: How to make AI react to sounds?
Replies: 4
Views: 128
I want to do that my AI bots can hear sounds and eventually react to it. For example you walk near a bot, he does not see you, but he can hear your footsteps and then eventually go to the source of the footsteps until he sees you, or same if he hears a shot. What would be the best approach? In chat ...
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Search found 914 matches Page 1 of 92