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) |