Game Development Community

Zod's Forum Posts

Thread Post Date Posted
How to change Sky textures without reloading mission in code? Well you could try to replace the materialList parameter.. [code] nameToId("Sky").materialList = "... read more 12/28/2006 (1:14 pm)
Modern Weapons Pack HELP I should have been more clear, I am not suggesting Saska use the SDK I am suggesting Exis Interactiv... read more 12/28/2006 (12:32 pm)
Modern Weapons Pack HELP Many artists do not have access to TDN nor should they need to spend the $150 to get this kind of in... read more 12/28/2006 (10:35 am)
Modern Weapons Pack HELP It doesn't take a whole lot of work to throw together some scripts for the weapons. But I understand... read more 12/28/2006 (9:23 am)
Lost Colony causing a stir in the MMOFPS community Well if it's TGEA its not using the Atlas terrain thats for sure. My starter kit is more of a game t... read more 12/24/2006 (11:44 am)
Guided Projectile with only Scripting I would spawn a flying vehicle instead of a projectile ::onFire and set client control to it. Have t... read more 12/22/2006 (12:29 pm)
FxSunLight Not Showing Up I've had them dissapear if there were no cloud textures with the sky. No clouds, no sunflare, go fig... read more 12/20/2006 (11:56 am)
Console Spam Yes, find the missing textures and put them in the proper places. Or edit the scripts to point to wh... read more 12/20/2006 (11:55 am)
Particled Trigger [code] function unlimitedRFoodTrigger::onAdd( %this, %obj ) { if ( !isObject( %obj.emitter ) )... read more 12/20/2006 (11:54 am)
MoveMap.bindCmd not working Why bother binding it as a command if your not passing a varible. Pointless.. [code] moveMap.bin... read more 12/07/2006 (5:33 pm)
Simple Event help This is one way to do what you wish: [code] // This is the sound datablock we wish to use datablo... read more 12/05/2006 (6:24 pm)
How much would it take one person to create a game like Tribes? For a Tribes "like" game. Depends on how many features from Tribes you wanted in it. 3 armors? Inven... read more 12/05/2006 (5:57 pm)
4 Questions About Torque Engine.. please help The collision mesh is what would be cpu intensive. If you stick to standard box meshes it will be pe... read more 12/05/2006 (3:03 pm)
Elevators/Doors in 1.5 Nope, not included. Doors are simple enough: [url]http://www.garagegames.com/index.php?sec=mg&mod=re... read more 12/05/2006 (1:28 pm)
Is TGE 1.5 stable? Only stability issue I have run into so far is with the fxShapeReplicator locking up when clicking o... read more 12/03/2006 (9:56 pm)
Niche game discussion Well heres a couple sports related.. Polo, water polo, would be a challenge to develope. Horses, ... read more 12/01/2006 (11:13 am)
Drop Item next to player I had a similar problem but my problem caused the game to crash, hehe. Anyway, you will want to add ... read more 11/30/2006 (9:26 pm)
Niche game discussion I don't see how any "Indie" developer would argue against producing something for a niche. I mean he... read more 11/30/2006 (9:14 pm)
Headshots Ragdoll requires engine changes and script.... read more 11/22/2006 (8:28 pm)
Headshots In the starter kit? No. Easily scripted in however. [code] function ProjectileData::onCollision(... read more 11/22/2006 (6:14 pm)
Outdoor enrvironment pack from ARTERIA Great looking stuff, A+... read more 11/17/2006 (9:35 am)
StaticShape::onCollision not called Rex, thank you. Yes the ZOD all over the scripts is I. I try to help when I can. I posted a Dev s... read more 11/16/2006 (4:12 pm)
StaticShape::onCollision not called If you are using TGE 1.4.2 or 1.5 you would be best off using RigidShapes. They DO collide with each... read more 11/15/2006 (5:15 pm)
StaticShape::onCollision not called [code] datablock StaticShapeData(BriefCase) { category = "Containers"; //className = "Case... read more 11/13/2006 (5:22 pm)
Tripping Triggers with Items There is another way I forgot about. Instead of grabbing it from the ::onTrigger function, try grabb... read more 11/08/2006 (11:24 am)
Tripping Triggers with Items If that fails you can apply an impulse. Is there a reason your object has to be itemdata?... read more 11/07/2006 (1:19 pm)
Hurricane Cloud Effects How I would do it.. oh man this gets ugly... I would take an ai player object that follows the pa... read more 11/05/2006 (5:24 pm)
What to do, what to do.. Wow the results to the above post have overwhelmed me! I had requested it be deleted yesterday, meh.... read more 11/05/2006 (5:17 pm)
PropertyMap.cs Where called from? I don't think textures applied with the painter work. Only those added in via standard operations.... read more 11/03/2006 (7:17 pm)
PropertyMap.cs Where called from? It seems fixed in 1.4.2 And yes the playing of the sound is triggered by animation, the sound to ... read more 11/03/2006 (3:59 pm)
PropertyMap.cs Where called from? The are linked to in the player datablock, and yes 0 is used. [code] FootSoftSound = Foo... read more 11/03/2006 (12:06 pm)
General question about torque Skiing would involve messing with jump delays ( which I assume TGE has a cap on ). Messing with gra... read more 11/02/2006 (10:19 am)
General question about torque The only C++ resource that isn't available (tribes related) that I'm aware of is a skiing resource. ... read more 11/01/2006 (3:50 pm)
Default Player The best looking way would be to: [code] %player = BoxCar.create(); [/code]... read more 10/30/2006 (8:05 pm)
PropertyMap.cs Where called from? Has nothing to do with the file used for audio. It tells the game what type of sound to grab from th... read more 10/30/2006 (7:43 pm)
Moving a dif thru code Just noticed I didn't answer the 2nd question. The -1 in that example is telling the world to rotate... read more 10/29/2006 (4:52 pm)
Default Player Look in game.cs [code] // Create the player object %player = new Player() { dataBl... read more 10/29/2006 (4:48 pm)
Loading specific missions Well you dould try.. [code] new GuiButtonCtrl() { profile = "GuiButtonProfile"; horizSizin... read more 10/29/2006 (4:46 pm)
Atmosphere /w radial dmg on impact I believe I have the answer for you at least far as getting the position via script. I setup a Fireb... read more 10/29/2006 (4:40 pm)
Moving a dif thru code Your better off setting it like so: [code] %trans = nameToId("Gate").getTransform(); %rot = getWo... read more 10/29/2006 (11:11 am)
Collision Box sync on move? This has been the case since before TGE existed. usually I grab it on the z axis and lift it then ct... read more 10/27/2006 (11:15 pm)
Moving a dif thru code Yeah it won't work with difs that way. See the problem is that the item (key) is executed before the... read more 10/27/2006 (8:06 pm)
1.4 shuts down It was the stock profile :-x I have narrowed it down to being some problem with the GuiTreeView con... read more 10/27/2006 (7:25 pm)
1.4 shuts down FIXED!. The problem with the profile was it specifying a fontSize = 13. I commented that out and ... read more 10/27/2006 (11:52 am)
1.4 shuts down Heres the trace. [code] ==>trace(1); Console trace is on. Entering updateConsoleError... read more 10/27/2006 (9:04 am)
1.4 shuts down I am having a similar problem with the editors in 1.4.2 demo application. Granted my scripts are hea... read more 10/27/2006 (8:17 am)
Atmosphere /w radial dmg on impact All you need is to find the position of the fireballs collision with the terrain. Once you have that... read more 10/23/2006 (6:55 pm)
Projectiles that go through walls but not players Without an engine modification it gets pretty hacky.. The only way to even attempt it would be to... read more 10/23/2006 (6:45 pm)
Questions reguardng SimGroups You must feed it the proper group object or it will not find anything to move. To make things a litl... read more 10/21/2006 (9:20 pm)
Water culling(?) problem Water doesn't work correctly unless your terrain square size is 8. Any other size and it gets whacky... read more 10/20/2006 (5:32 pm)