Search found 130 matches

Search found 130 matches Page 4 of 13
by TorqueFan
Fri Dec 13, 2019 6:12 am
Forum: C++
Topic: AIPlayer Spinning[Solved]
Replies: 21
Views: 1700
Alright, I have managed to isolate this issue and reproduce it 100% of the time. Here is the relevant information: After Respawning The Bug Is Gone I noticed that if the AIPlayer dies, once it respawns the issue never appears again. I'm reading this as, "the respawn code is good, the initial load in...
by TorqueFan
Fri Dec 13, 2019 1:16 am
Forum: C++
Topic: AIPlayer Spinning[Solved]
Replies: 21
Views: 1700
Allow me to contradict myself in the scope of two posts as well. The truth is I don't want to solve this on my own because I likely won't and one bad apple shouldn't spoil the bunch. That being said, @Duion did actually ask some valid questions. It doesn't stop me from equipping my Trollslayer +2 gr...
by TorqueFan
Thu Dec 12, 2019 1:58 pm
Forum: C++
Topic: AIPlayer Spinning[Solved]
Replies: 21
Views: 1700
My AI players also do not spin, some rare occasion where I had them spin is when the point they were walking to was very high or very low from their position, seems like they don't like vertical so much. Because I'm curious, I never saw this issue, so I wanted to see it. You have somehow managed to...
by TorqueFan
Thu Dec 12, 2019 1:03 pm
Forum: C++
Topic: AIPlayer Spinning[Solved]
Replies: 21
Views: 1700
In the world editor you can spawn an AI test player and have him move around by clicking where he should go, that works just fine, what is so different in your implementation? Actually not much at all. As a matter of fact, I directly copied Daniel Buckmaster's code from his NavEditor to replicate h...
by TorqueFan
Thu Dec 12, 2019 7:24 am
Forum: C++
Topic: I can't control Head and Look animations
Replies: 25
Views: 1449
Hi @noemen I apologize up front because there is a language barrier between us that makes it more difficult for me to follow what you are wanting. Based on this post and a few others I've seen on the forums here from you, I think I might understand what you want. Correct me if I'm wrong. Are you wan...
by TorqueFan
Thu Dec 12, 2019 3:52 am
Forum: C++
Topic: AIPlayer Spinning[Solved]
Replies: 21
Views: 1700
Hi all. I'm nearing an alpha stage on a game I've been working on but there is one looming bug that just continues to elude me. This particular bug has popped up from time to time for the past at least 10 years in Torque history, and it still(apparently) exists. I was hoping some of the hard hitters...
by TorqueFan
Thu Dec 12, 2019 2:44 am
Forum: TorqueScript
Topic: Unmount issue
Replies: 8
Views: 1070
You're welcome! Glad to see you got it working!
by TorqueFan
Tue Dec 10, 2019 7:25 am
Forum: Rendering
Topic: [SOLVED]Changing Skin Client Side Only
Replies: 6
Views: 777
@Happenstance Hey, thanks again for getting my head back in the game. I solved this, and it did have to do with the resolving of ghostID's after all. It sort of feels like I went around my elbow to get to my @$$hole, but alas it 'feelsgoodman'! LOL! Here's the script I ended up with, in case someone...
by TorqueFan
Tue Dec 10, 2019 6:10 am
Forum: Rendering
Topic: [SOLVED]Changing Skin Client Side Only
Replies: 6
Views: 777
Whoa whoa whoa! Hold the phone, this IS updating the local texture for the host machine(so far). I believe the ultimate problem here is with how I am using the script functions to resolve the ghostIDs. Here's what I've got working on the host machine so far: function clientCmdreSkinLocal(%id) { if(S...
by TorqueFan
Tue Dec 10, 2019 3:55 am
Forum: Rendering
Topic: [SOLVED]Changing Skin Client Side Only
Replies: 6
Views: 777
@Happenstance I still hadn't been able to get this to work. I believe I understand why it didn't work when I tried it before, and still doesn't. Torque's client/server architecture still requires those masks to be set, even if the object was just in a singleplayer game on a single machine. If there ...
Search found 130 matches Page 4 of 13