Search found 41 matches

Search found 41 matches Page 2 of 5
by fLUnKnhaXYU
Wed Sep 05, 2018 5:51 am
Forum: Rendering
Topic: BEGINNER - Advanced lighting shadows causing ugliness .
Replies: 6
Views: 582
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: 582
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: 12
Views: 828
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: 12
Views: 828
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: 12
Views: 828
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: 255
//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: 949
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 .
by fLUnKnhaXYU
Sat Aug 18, 2018 4:48 am
Forum: Gameplay
Topic: Random Player Skins WITHOUT Tab Seperated String
Replies: 2
Views: 187
Torque3D Documentation Release 3.5.1 p. 373 Field Manipulators Functions to deal with whitespace-seperated lists of values in strings. TorqueScript excessively uses strings to represent lists of values . The functions in this group simplify working with these lists and allow to easily extract indivi...
by fLUnKnhaXYU
Sat Aug 18, 2018 4:05 am
Forum: TorqueScript
Topic: start up main menu music?
Replies: 8
Views: 450
thanks Steve , I'll think about that .
by fLUnKnhaXYU
Sat Aug 18, 2018 3:59 am
Forum: Content
Topic: no prone free-look
Replies: 3
Views: 657
since i have a new issue today Im just putting it here so I wont be cluttering up the forum page previous issue - no freeLook while prone and moving . new issue - proneSide plays in the Shape Editor not in the game . and free-Look works while prone/moving sideways/ with no animation .playing . Thank...
Search found 41 matches Page 2 of 5