Search found 311 matches

Search found 311 matches Page 26 of 32
by Steve_Yorkshire
Thu Mar 26, 2015 9:45 pm
Forum: Beginner
Topic: How to Disable the Weapon Fire/Shoot?
Replies: 9
Views: 3309
See if this helps. In the weapon's datablock file find readyMotion and remove or change the stateTransitionOnTriggerDown[#] so it doesn't go to the Fire state.
by Steve_Yorkshire
Tue Mar 24, 2015 3:23 am
Forum: Show-off
Topic: Board, Turnbase Game with network play
Replies: 3
Views: 2801
That's cool. :)
by Steve_Yorkshire
Wed Mar 18, 2015 12:38 am
Forum: Blogs
Topic: Help get DeadlyMatter on Steam
Replies: 17
Views: 7158
Congrats! So what was that? 11 days?
by Steve_Yorkshire
Sun Mar 15, 2015 12:22 am
Forum: Blogs
Topic: Random Action Arean Game Jam
Replies: 2
Views: 1820
I finished up my entry for the "7 Day RogueLike" game jam somewhat early as I've come down with the dreaded lurgy and feel like pants. It's a single or twin stick shooter which does what it says on the tin: Randomized Action in a procedurally generated arena. http://www.yorkshirerifles.com/random/ra...
by Steve_Yorkshire
Sat Mar 14, 2015 5:25 pm
Forum: General
Topic: Prefab nightmare!!!!
Replies: 10
Views: 3755
Possible limit with the stock number of objects able to be displayed? I usually alter the code to allow more. But it doesn't sound like it to be honest. :?
by Steve_Yorkshire
Sun Mar 08, 2015 5:58 pm
Forum: Blogs
Topic: Gibby's Garage #1: Anatomy of a gametype Vol.3
Replies: 3
Views: 1853
Cool stuff, video would be nice to see. :)
by Steve_Yorkshire
Sat Mar 07, 2015 1:25 pm
Forum: General
Topic: The Reasons I'm not making mad games!
Replies: 3
Views: 1646
Yeesh exercise ... I remember what that used to be like ... vaguely. :?
I see a sports physio 2-3 times a month due to what I call "mouse arm shoulder" ;)
by Steve_Yorkshire
Sat Mar 07, 2015 1:20 pm
Forum: Blogs
Topic: Unreal Engine 4, Unity 5.. Torque 6?
Replies: 70
Views: 23159
Cool stuff Mr.Mac ... but still think you missed an opportunity by not calling it The Torque Sex Engine ;)
by Steve_Yorkshire
Fri Mar 06, 2015 8:56 pm
Forum: C++
Topic: Meanwhile in UpdateMove in player.cpp ... nothing strange is happening
Replies: 2
Views: 1327
So I have been informed that this is actually a legit way of keeping "bool swimming" within an area and thus not exposed to the rest of the function. The case is solve-ed!

:oops:

by Steve_Yorkshire
Fri Mar 06, 2015 8:34 pm
Forum: C++
Topic: Meanwhile in UpdateMove in player.cpp ... nothing strange is happening
Replies: 2
Views: 1327
void Player::updateMove(const Move* move) { delta.move = *move; // Is waterCoverage high enough to be 'swimming'? {//<---yorks uwotm8!? bool swimming = mWaterCoverage > 0.65f && canSwim(); if ( swimming != mSwimming ) { if ( !isGhost() ) { if ( swimming ) mDataBlock->onStartSwim_callback( this ); e...
Search found 311 matches Page 26 of 32