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Search found 299 matches Page 2 of 30
by Steve_Yorkshire
Mon Aug 27, 2018 2:08 pm
Forum: Beginner
Topic: AIPlayer mountImage problem
Replies: 5
Views: 509
Items are for picking up and adding to the inventory. WeaponImage is a is the actual weapon that the player holds. If you're using the stock player datablock for your AIPlayer then you can mount weapons and add items to the inventory in the same way the default player does. Check scripts/server/game...
by Steve_Yorkshire
Mon Aug 27, 2018 1:53 pm
Forum: Rendering
Topic: ToneMaps FUBAR in Devhead
Replies: 1
Views: 349
Also just to note pointLights always cast light to toneMaps regardless of settings. I downloaded @
User avatar
Azaezel
's old (5 month ish) lightmap project off github and it has the same issues.
by Steve_Yorkshire
Mon Aug 27, 2018 2:07 am
Forum: Beginner
Topic: AIPlayer mountImage problem
Replies: 5
Views: 509
"Ryder" is the item class. Look in the datablock:
%bot.mountImage(RyderWeaponImage);
or
%bot.mountImage(Ryder.image);
Try these.
by Steve_Yorkshire
Mon Aug 27, 2018 1:57 am
Forum: Rendering
Topic: ToneMaps FUBAR in Devhead
Replies: 1
Views: 349
Test zip with meshes and (an actually working fixed this time) level: http://yorkshirerifles.com/downloads/toneMapTest.zip ToneMapping is not behaving nicely with devhead (downloaded from github 3rd August 2018) This seems mostly to do with "representedInLightmap" going belly up on non-lightmapped m...
by Steve_Yorkshire
Mon Aug 20, 2018 4:44 pm
Forum: Gameplay
Topic: Raycast Damage At Close Range Instead Of Projectile Spawning
Replies: 2
Views: 1398
As creation of projectiles takes program resources, I always thought that it was somewhat wasteful at close range. If you have a visible bullet projectile model (something stock Torque no longer bothers with) and if it is not ballistic with a delayed arming system (eg: not a grenade), players are no...
by Steve_Yorkshire
Fri Aug 17, 2018 6:45 pm
Forum: Gameplay
Topic: Random Player Skins WITHOUT Tab Seperated String
Replies: 2
Views: 526
For some reason, tab seperated strings hate me. :? Sometimes my custom player/aiplayers will spawn with skin set to "alt3 alt4" as the tabbed string decides to ignore the tab seperation because ... because it hates me. :cry: A second issue with the stock skin selection is that %skin = addTaggedStrin...
by Steve_Yorkshire
Fri Aug 17, 2018 6:12 pm
Forum: TorqueScript
Topic: start up main menu music?
Replies: 8
Views: 759
In a multiplayer server, Datablocks get deleted so that the client can then accept new ones from the next server/mission file and then overwrite with new ones. Unfortunately this means client based ones also get deleted on localClientConnection. As for music: Exec the datablock before everything els...
by Steve_Yorkshire
Thu Aug 16, 2018 4:31 pm
Forum: Roadmap
Topic: The Roadmap
Replies: 16
Views: 6768
me and Az are hammering on it pretty much daily
Image
by Steve_Yorkshire
Thu Aug 16, 2018 4:19 pm
Forum: TorqueScript
Topic: start up main menu music?
Replies: 8
Views: 759
You'll probably need to init the datablock for the music before all other datablocks are loaded. For Airship Dragoon I had it in scripts/client/init.cs right at the top before anything else is loaded. datablock SFXProfile("musicloop0") { filename = "audio/music/musicloop0"; description = "AudioMusic...
by Steve_Yorkshire
Thu Aug 16, 2018 4:12 pm
Forum: Content
Topic: no prone free-look
Replies: 3
Views: 1073
Not sure about that, but prone pose has a whole lot of issues: Torque player is set up with a sqare/rectangular collision/boundsBox which does not play nicely with prone. I remember having some issues - but I can't remember WHAT - with using ground Transforms for anything other than death animations...
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Search found 299 matches Page 2 of 30