Search found 19 matches

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Search found 19 matches Page 1 of 2
by Caleb
Fri Jul 13, 2018 5:43 am
Forum: General
Topic: I am discouraged
Replies: 11
Views: 1556
I remember when I started molecular biology for my major (forever and a half ago). On the first day of class my professor told everyone to look to the person on their left and right because one of those people won't finish out their degree. It was scary to hear and he was right of course, but don't ...
by Caleb
Sun May 27, 2018 8:31 pm
Forum: Beginner
Topic: Issue with camera clipping
Replies: 5
Views: 416
Yes.
Riveting.

@ dstanton
Try playing with the "cameraMinDist" and "cameraMaxDist" values in the player's datablock, or whatever the current equivalent is (I'm a few engine versions out of date).
by Caleb
Wed Feb 07, 2018 5:20 pm
Forum: TorqueScript
Topic: How to make AI react to sounds?
Replies: 6
Views: 1796
LOLJester's idea is solid. Animation triggers are hooks to call code/script at specific times during the animation. As you pointed out it's already set up to handle footprints, sounds, and particles, but there's no reason that your own custom triggers can't call other scripts. Such a function call m...
by Caleb
Fri Jan 12, 2018 11:19 pm
Forum: TorqueScript
Topic: Shoot different ammo types from the same weapon
Replies: 6
Views: 1436
As long the weapon sounds and effects aren't changing, then perhaps have your weapon fire blanks and manually generate the projectile itself in the weapon image's "onFire" code. It's been awhile for me, but creating a projectile via script should be fairly trivial. That way you can dynamically feed ...
by Caleb
Mon Aug 14, 2017 4:53 pm
Forum: TorqueScript
Topic: How can I get the velocity of a Projectile object
Replies: 5
Views: 2063
A projectiles velocity is set when it is created by setting "initialVelocity." Assuming you're not using ballistic settings then this shouldn't change and you should be able to reference it.
by Caleb
Wed Jul 19, 2017 11:53 pm
Forum: General
Topic: Blending mode for terrain materials....
Replies: 93
Views: 18105
Also, @Timmy pointed out to me - and he's certainly not at all wrong - that it's entirely possible to just have a setting that dictates the blend/detail behavior. So you could utilize the grayscale detail texture approach, or flip over a setting and it'll utilize the different method Lukas has been...
by Caleb
Mon Mar 27, 2017 11:09 pm
Forum: General
Topic: Building a Library of Images for Everyone
Replies: 74
Views: 16857
Thank you for your continued work! The tiled Sci-Fi textures are especially great.
by Caleb
Sat Feb 04, 2017 5:20 pm
Forum: Beginner
Topic: Speed up the animations ingame
Replies: 11
Views: 2740
If you're willing to dive into the engine code a bit, then you can easily add a custom timescale for player animations in player.cpp. In the parts that update animations sequences, find the areas that multiply by "dt" and also multiply by your custom timescale. This can affect a few other behaviors ...
by Caleb
Mon May 23, 2016 3:31 am
Forum: Blogs
Topic: Hell Scout
Replies: 4
Views: 2648
@Johxz Thank you very much! I'm excited to get started with this next chapter. I would very much like to keep up with programming and game development as well, but you know what they say about the best laid plans of mice and men. . . @Timmy I really appreciate the vote! You're definitely not the fir...
by Caleb
Sun May 15, 2016 6:14 pm
Forum: Blogs
Topic: NEW DeadlyMatter Trailer
Replies: 12
Views: 4663
I don't always comment on your posts, but I always love seeing your work! It looks great and has a nice post-apocalyptic vibe to it. Keep it up!
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Search found 19 matches Page 1 of 2