Search found 444 matches

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Search found 444 matches Page 1 of 45
by Azaezel
Mon Apr 01, 2019 11:45 pm
Forum: Gameplay
Topic: Simple Flashlight
Replies: 7
Views: 559
by Azaezel
Mon Apr 01, 2019 4:06 pm
Forum: Beginner
Topic: AI tutorial
Replies: 17
Views: 3450
for clarity on the 'so where's this debug tool you're talking about': https://youtu.be/71P74Vd_ZSQ though I can't say i'd agree that https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/tools/navEditor/navEditor.cs#L270 is the most straightforward example on the planet. F...
by Azaezel
Fri Mar 08, 2019 7:02 am
Forum: TorqueScript
Topic: Navmesh
Replies: 27
Views: 3591
https://github.com/GarageGames/Torque3D ... 5539caL864 would be one of the critical ones, for what it's worth...
by Azaezel
Fri Mar 08, 2019 1:49 am
Forum: TorqueScript
Topic: Navmesh
Replies: 27
Views: 3591
Got it in but not sure it's working properly. First off I use 3.8 . https://github.com/GarageGames/Torque3D/commits/development/Engine/source/navigation yeah... you're gonna wanna go through that end with a fine toothed comb if you're gonna try to stick with an otherwise 4 point-release-behind code...
by Azaezel
Thu Mar 07, 2019 1:52 am
Forum: TorqueScript
Topic: Navmesh
Replies: 27
Views: 3591
No problem at all. After all, I use it myself, as noted upthread. Thanks for bringing the new issue to my attention so I could stomp it.
by Azaezel
Thu Mar 07, 2019 1:17 am
Forum: TorqueScript
Topic: Navmesh
Replies: 27
Views: 3591
https://github.com/GarageGames/Torque3D/pull/2335 took a bit to hunt that little bit of oddness on down.
by Azaezel
Tue Mar 05, 2019 9:32 pm
Forum: TorqueScript
Topic: Navmesh
Replies: 27
Views: 3591
right. sorry. yeah. to use a script example from our objective-doors: function staticshapeData::onOpen(%this,%obj) { NavmeshUpdateAll(%obj,false); //false = ignore for cutout purposes, true = include } the second links there as an alias cause the first methods got a fairly unintuative name, so likel...
by Azaezel
Tue Mar 05, 2019 7:46 am
Forum: Beginner
Topic: Latest dev with ubiq's 3daak integrated
Replies: 11
Views: 638
Right, just so we're all clear here: There was some question on whether https://github.com/UbiqVisuals/3DAAK had been released or was still proprietary. From the link, looks like it has been.
by Azaezel
Tue Mar 05, 2019 3:39 am
Forum: TorqueScript
Topic: Missiongroup and cleanup
Replies: 5
Views: 299
simSets are lists of refs. simGroups are lists of actual objects. Kill a set, all you're doing is killing of a bunch of pointers. kill a group, everything's gone. (it's why stuff can be in multiple sets, but only one group)
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Search found 444 matches Page 1 of 45