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Search found 84 matches Page 1 of 9
by irei1as
Sat Jul 27, 2019 11:22 am
Forum: Beginner
Topic: Pushing Commands to Window Console via Script
Replies: 3
Views: 6034
The easiest way would be to use an external text file that is written by the py and read by the exe in intervals but it may end with access issues if they both try to use it at the same time.
by irei1as
Mon Jul 22, 2019 1:10 pm
Forum: Beginner
Topic: Capture camera view to bitmap
Replies: 4
Views: 6072
I've done some of that in https://forums.torque3d.org/viewtopic.php?f=10&t=866&sid=26ef5ec3b97cb06d44a72b05f9b1d9e7 but it's just basics and a bit outdated. Feel free to check it and fix it. The part about using it as bitmap comes from named textures and dump function, not sure. On a side note, mayb...
by irei1as
Sat Apr 13, 2019 10:00 am
Forum: TorqueScript
Topic: using script to access UI elements
Replies: 10
Views: 4471
First you need to give the pair of gui objects global names (there are other ways to do it but global names are the easiest). To set the name write it in its place in the gui editor. http://docs.garagegames.com/torque-3d/official/content/documentation/GUI%20Editor/Overview/Introduction.html You can ...
by irei1as
Sun Mar 24, 2019 1:19 pm
Forum: Beginner
Topic: GuiCrossHair recognize the subject/item automatically
Replies: 14
Views: 3695
If you're in a single player environment (server=client) you can use the shortcuts LocalClientConnection.player and LocaClientConnection.camera to get the id for the control player and camera. Like: (LocalClientConnection.camera).getEyeVector(); But it's only for single player use. Do not use them i...
by irei1as
Wed Mar 20, 2019 6:49 pm
Forum: Beginner
Topic: GuiCrossHair recognize the subject/item automatically
Replies: 14
Views: 3695
I think I would do: 1st. Tag the objects with a dynamic entry. Something like: BoxObject13.checkData = "Ammo box"; Ah, make sure dynamic entries are set to save. 2nd. Make a function that takes the id of an object and writes in a guiText in the screen that checkData variable. 3rd. Make a ScriptTickO...
by irei1as
Wed Mar 20, 2019 6:28 pm
Forum: C++
Topic: Define a 2D array in C++ and passing to TS
Replies: 18
Views: 5030
If you need C++ you can just copy what array does. Having access to the code is quite convenient. Define a struct with as many elements as you need. Array has strings key and value (you can set whatever values, types and quantity for your need) and then use the class Vector to set the, uh, vector. E...
by irei1as
Tue Feb 12, 2019 8:19 pm
Forum: C++
Topic: guiCopyContainer and guiBitmapShader
Replies: 0
Views: 3769
These are a pair of gui objects. guiCopyContainer is a container that can render its contents to a named texture for use in other objects. guiBitmapShader is a child of bitmap control that lets use up to 8 textures (8 seems to work for most modern graphic cards) with a shader similar to how PostEffe...
by irei1as
Thu Jan 24, 2019 10:38 am
Forum: Beginner
Topic: CMake error
Replies: 5
Views: 941
The name of the project can cause problems, too.
Don't use "test" inside the name and avoid using spaces and see if it works.
by irei1as
Mon Apr 09, 2018 9:37 am
Forum: TorqueScript
Topic: Expose decal road nodes
Replies: 2
Views: 2771
You can use Point3F DecalRoad::getNodePosition( U32 idx ) instead. It's also located in decalRoad.cpp. Then you only need to show it to TorqueScript with a DefineEngineMethod. If you don't want to change the engine you could also create a Path and add various Marker to it that follows the decal road...
by irei1as
Thu Mar 22, 2018 9:39 am
Forum: C++
Topic: SDL_Joystick and SDL_GameController
Replies: 13
Views: 6244
Thanks a lot for the effort. It works well for my Trust compact gamepad gtx24. It detects it as joystick. All the buttons work as normal except, the horizontal of the right stick is detected as both "zaxis" and "rxaxis". But that may be because some faulty drivers I tried to install for an old contr...
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Search found 84 matches Page 1 of 9