Search found 75 matches

  • 1
  • 2
  • 3
  • 4
  • 5
  • 8
Search found 75 matches Page 1 of 8
by fLUnKnhaXYU
Mon Apr 01, 2019 2:28 am
Forum: Beginner
Topic: Mounting light and particle
Replies: 9
Views: 546
I was suggesting that you experiment with the function in the console window . As far as writing a CS file , to my knowledge (which is not very much) You can write any sort of script file and arrange them any way you want or need . This link is to readthedocs dot com torque3d 3.5 , its very helpful ...
by fLUnKnhaXYU
Sun Mar 31, 2019 3:59 am
Forum: Beginner
Topic: Mounting light and particle
Replies: 9
Views: 546
I think that you should be able to mount a particle to an existing node if the particle exists . just create any particle , get the ID in the inspector window then do the mountObject method .
by fLUnKnhaXYU
Sat Mar 30, 2019 2:21 am
Forum: Beginner
Topic: Mounting light and particle
Replies: 9
Views: 546
couple of exerpts from readthedocs manual .

mount0-31 You can have up to 32 mount nodes that is used to mount objects to the character .

%obj.mountObject(%obj2, mountNode);
by fLUnKnhaXYU
Sat Mar 23, 2019 9:49 pm
Forum: Beginner
Topic: GuiCrossHair recognize the subject/item automatically
Replies: 14
Views: 772
Bishop , I like what youre doing and appreciate you sharing the progress with it . In the editor select your player and get the ID number then , in the console type- IDnumber.geteyepoint() . If you get the answer you need the theres no problem with your player object . If you get an error then there...
by fLUnKnhaXYU
Thu Mar 21, 2019 11:29 pm
Forum: General
Topic: interesting game dev news
Replies: 0
Views: 309
I found this very interesting . Any thoughts on what it means for for Torque3D / 2D ? As someone who doesnt stay on top of things in game dev I was quite surprised .
https://www.youtube.com/watch?v=nUih5C5rOrA
by fLUnKnhaXYU
Tue Mar 05, 2019 12:46 am
Forum: TorqueScript
Topic: Missiongroup and cleanup
Replies: 5
Views: 435
What will happen in the case where you group together items in a sim set , that sets the parentGroup of the item to the name of the sim set .
btw my version is 3.9
by fLUnKnhaXYU
Mon Jan 07, 2019 1:38 am
Forum: TorqueScript
Topic: terrain_Mat 3.9 vs 3.10 ?
Replies: 9
Views: 1223
Duion , 3.10 works great . My issue here is with 3.9 . This script code below , is copied from your examples linked to above , I only changed some paths and names . There are no footstep sounds by using the footstepsoundID number which in this case both materials use number 1 . I tested it with an a...
by fLUnKnhaXYU
Sun Jan 06, 2019 5:26 am
Forum: TorqueScript
Topic: terrain_Mat 3.9 vs 3.10 ?
Replies: 9
Views: 1223
All Ive managed to do is use other sounds in the foot step sounds list in the material editor , other than the footstepsoundID numbers . Can someone confirm that these footstepSoundIDs work in version 3.9 . If Im remebering correctly Ive seen it work for materials to structures But , Im not having a...
by fLUnKnhaXYU
Sun Jan 06, 2019 1:15 am
Forum: TorqueScript
Topic: terrain_Mat 3.9 vs 3.10 ?
Replies: 9
Views: 1223
in game shows me that the SFXprofile has a datablock and when i use a playonce or play it shows an ID but , there is no sound , It does the same in 3.10 , So , no clue . The datablocks look the same in the datablock editor , re-pointing to the soft sound profile only adds .ogg extension and has no e...
by fLUnKnhaXYU
Sat Jan 05, 2019 8:04 am
Forum: TorqueScript
Topic: can you to re-use forest file ? -SOLVED-
Replies: 6
Views: 662
OK , found it , first I needed to check the path to the forest file in the MIS file . then I was able to use the forest editors'
mesh tab to point to the new location of each item , go through all of the items one by one and all worked well . Thanks for your help .
  • 1
  • 2
  • 3
  • 4
  • 5
  • 8
Search found 75 matches Page 1 of 8