Search found 34 matches

Search found 34 matches Page 1 of 4
by fLUnKnhaXYU
Thu Sep 13, 2018 6:18 am
Forum: Beginner
Topic: AITurrets are too weak
Replies: 9
Views: 539
Torque 3D Documentation Release 3.5.1 available at readthedocs.com page 529 AiTurretShape Shape file nodes scanPoint node If the scanPoint node isn't present within the shape file then the turret's world transform is used . aimPoint node If the aimPoint is not found on the turrets shape then the pit...
by fLUnKnhaXYU
Fri Sep 07, 2018 7:27 am
Forum: Rendering
Topic: BEGINNER - Advanced lighting shadows causing ugliness .
Replies: 6
Views: 427
Well , not so fast , todays experimenting has left me quite optimistic about the use of lights and shadows even in my case . new PointLight() { radius = "90"; isEnabled = "1"; color = "1 0.603922 0 1"; brightness = "0.6"; castShadows = "1"; staticRefreshFreq = "64";//<------------------------THIS WA...
by fLUnKnhaXYU
Thu Sep 06, 2018 4:41 am
Forum: Rendering
Topic: BEGINNER - Advanced lighting shadows causing ugliness .
Replies: 6
Views: 427
Thought Id go ahead and continue adding to this , hope not to waste your time .increasing the point light diameter has helped with the flashing problem . I was using 5 - 10 units while it kept flashing in and out . At 40 it becomes very stable . This also helped with the appearance of the cubes usin...
by fLUnKnhaXYU
Wed Sep 05, 2018 5:51 am
Forum: Rendering
Topic: BEGINNER - Advanced lighting shadows causing ugliness .
Replies: 6
Views: 427
Very kind of you to bother , just as you said the cubeprojection was selected. Also the texture size was 512 , default , i think , I certainly didnt set it at that for any clear reason . changing it to 1024 made a significant difference in the smoothness of the small cubes , what I was calling check...
by fLUnKnhaXYU
Mon Sep 03, 2018 8:37 am
Forum: Rendering
Topic: BEGINNER - Advanced lighting shadows causing ugliness .
Replies: 6
Views: 427
I have a situation when I use a point light near other objects , static items , the soldier character model and character models I've made using make human . When shadows is enabled on the point light it makes a checkered pattern where the light is hitting the objects , when shadows are off then no ...
by fLUnKnhaXYU
Sat Sep 01, 2018 6:22 am
Forum: Beginner
Topic: AITurrets are too weak
Replies: 9
Views: 539
OK , this was necessary too . See the lifetime field . Its necessary for projectile covering longer distance . datablock ProjectileData( TurretBulletProjectile ) { projectileShapeName = ""; directDamage = 500;//default = 5//<-------------THIS HELPS , 1 hit is 500 DMG radiusDamage = 0; damageRadius =...
by fLUnKnhaXYU
Fri Aug 31, 2018 4:10 am
Forum: Beginner
Topic: AITurrets are too weak
Replies: 9
Views: 539
I think that one of things to be sure and do is point the aiturret in the direction it is to guard against else , as in my case , you could walk right up behind it . Leads me to believe that it isnt scanning 360 degrees . Maybe the idea is so not to have it turn against its own team . Remember the d...
by fLUnKnhaXYU
Wed Aug 29, 2018 6:21 am
Forum: Beginner
Topic: AITurrets are too weak
Replies: 9
Views: 539
The scanning seems a bit difficult to set up reliably . Im having trouble setting it up to where i cant just walk up to it . I am not a coder , i just use the editor and scripts as best I can .
by fLUnKnhaXYU
Mon Aug 27, 2018 7:10 am
Forum: Beginner
Topic: AIPlayer mountImage problem
Replies: 5
Views: 200
//Its been a while since i did this with TGE but , this might help you to understand . //I am assuming the BOT uses the default player datablock . // //in the file ./scripts /server/item.CS // //look at the function //ItemData::createItem(%data) //{ // %obj = new Item() // // { // dataBlock = %data...
by fLUnKnhaXYU
Thu Aug 23, 2018 8:18 am
Forum: Gameplay
Topic: Raycast Damage At Close Range Instead Of Projectile Spawning
Replies: 2
Views: 657
maybe you could just eliminate all of them for the first 50 -60 meters ? even slower fire rate things . Really makes me think of lots of things for which you might use the ray cast and vectors and ribbons , like ricochets . thanks for sharing the idea .
Search found 34 matches Page 1 of 4