Tim Heldna's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| GuiMLTextEditCtrl | [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10758]Fix for guiTextEdi... read more | 09/06/2006 (9:11 am) |
| Making the bot a client | @ Tod Kuykendall, Bigtime. You have to have damage modifiers, head shots and location damage if y... read more | 09/05/2006 (1:24 pm) |
| Block a button for a different type mission | You could set the button as inactive. Take a look at joinServerGui for an example of how this works.... read more | 09/05/2006 (1:08 pm) |
| Multiple terrain in TSE...??? | You might want to try posting this in the TSE forum section. I don't own TSE so I don't know for ... read more | 09/05/2006 (11:35 am) |
| Players above terrain | I wouldn't worry about it, most people won't even notice in the heat of battle.... read more | 09/05/2006 (9:01 am) |
| Making the bot a client | [code] if (%obj.client.isAIControlled()) %objName = %obj.getDatablock().getName(); el... read more | 09/05/2006 (7:21 am) |
| Players above terrain | It's not a bug; it's just old school collision detection at its best ;) The player uses a boundin... read more | 09/05/2006 (3:12 am) |
| Making the bot a client | I do apologize, You were right; the damage on entering liquid function was not functioning proper... read more | 09/05/2006 (2:44 am) |
| Spawning | That looks right. It works with 1.4, after the above fix is implemented. Make sure this: [code] ... read more | 09/04/2006 (11:17 pm) |
| Controlling the pitch | This might help: [code] minLookAngle = -1.4; maxLookAngle = 1.4; [/code] It's in your p... read more | 09/04/2006 (11:07 pm) |
| Making the bot a client | What on earth have you done? =) "enter and exit liquid damage" was never broken. It's been workin... read more | 09/04/2006 (11:33 am) |
| Use a different skin of my player to a different mission | Ok. If it's getting to lighting it must be something in your [i]GameConnection::createPlayer[/i] fun... read more | 09/04/2006 (10:34 am) |
| Use a different skin of my player to a different mission | Check your [i]clientCmdMissionStartPhase1[/i] function. I bet you made a typo somewhere which is cau... read more | 09/04/2006 (9:50 am) |
| Use a different skin of my player to a different mission | Common\client\missionDownload.cs [code] function clientCmdMissionStartPhase1(%seq, %missionName, %... read more | 09/04/2006 (5:55 am) |
| Flying vehicle moving along a Path | You can implement damage on a staticShape however I believe there's a problem with the pathShape res... read more | 09/04/2006 (12:59 am) |
| Multiple copies of Torque | Engine\gui\shiny\guiEffectCanvas.cc line 42 Comment out these lines: [code] //#if !defined(TORQ... read more | 09/04/2006 (12:57 am) |
| Use a different skin of my player to a different mission | You're almost there. You'll need to obtain the MapType now. As I said, look inside of startMission.g... read more | 09/04/2006 (12:42 am) |
| Spawning | Did you place your spawn sphere in a SimGroup named PlayerDropPoints? Have you created the dataB... read more | 09/03/2006 (11:21 am) |
| Use a different skin of my player to a different mission | It's possible and pretty easy to implement. [code] %client.setSkinName( "urban " ); [/code] Do a... read more | 09/03/2006 (9:37 am) |
| A TicTacToe problem | Get a better video card.... read more | 09/03/2006 (9:20 am) |
| Tanks | For the mission name and description either enter the mission editor in game (F11) and find "Mission... read more | 09/03/2006 (7:05 am) |
| Flying vehicle moving along a Path | Hi, I noticed your post in the resource section but I'll answer you here. There's two possibil... read more | 09/02/2006 (1:01 pm) |
| Trigger | Can you post your trigger script so far? Hard to help when we have no idea what you've done thus far... read more | 09/02/2006 (9:10 am) |
| Any Free 3D Modling tools compatable with Torque? | Milkshape is another popular choice. It's not free but is very affordable at only US $25. You... read more | 09/01/2006 (1:44 pm) |
| Wierd with recoil animation | Engine\game\player.cc engine\game\player.h engine\game\shapeImage.cc engine\game\shapeBase.h T... read more | 09/01/2006 (11:49 am) |
| MessageAll | No I searched my whole project, perhaps I was just using the wrong search words. To be honest I s... read more | 09/01/2006 (11:44 am) |
| Keymaps | Yes, load both scripts in client/init.cs Now, to switch maps you would use moveMap.pop() to remov... read more | 09/01/2006 (10:50 am) |
| MessageAll | Of course, ok thank you.... read more | 09/01/2006 (10:45 am) |
| MessageAll | I tried Find in Files. Just to clarify, I know I can change font colours with this in defaultGam... read more | 09/01/2006 (10:33 am) |
| Keymaps | Firstly, rather than execute the new keymap script on the fly execute both scripts on startup. I.e. ... read more | 09/01/2006 (10:06 am) |
| Client / Server Global Variables | Hey thanks, that's exactly what I ended up doing. I actually solved this a long time ago, was just t... read more | 09/01/2006 (9:55 am) |
| Wierd with recoil animation | By default Torque lets you have three different recoil animations, light, medium and heavy. [quot... read more | 09/01/2006 (9:27 am) |
| Racing-to-Tank | Okashira, I own the Tank Pack and can tell you first hand it's a great place to start for a tank ... read more | 08/31/2006 (9:24 pm) |
| Man hours for Rainbow Six 3 type game | [quote] I notice your are using the C4 engine. Why not TGE? For the above reasons? [/quote] I'm... read more | 08/31/2006 (10:15 am) |
| Man hours for Rainbow Six 3 type game | [quote] Play types: death match, capture the flag, team death match, single shot kill no respon DM ... read more | 08/31/2006 (7:07 am) |
| What does correctmuzzlevector do? | [code] correctMuzzleVector = true; [/code] Will spawn the projectile from a node on the [b]weapon... read more | 08/30/2006 (9:20 am) |
| SgAllowLighting expectations | Ok, thanks Jeff. Sounds too inefficient for my liking, I'll just avoid using larger particles. I ... read more | 08/29/2006 (12:22 pm) |
| SgAllowLighting expectations | I see. How much slower, impractically slower? What was done for Warzone? Tim Astes environme... read more | 08/29/2006 (11:37 am) |
| Getting Static Shape to Take Damage | I made a typo in the script. Here's a fixed tested copy, also I turned the damage down so it won't t... read more | 08/29/2006 (10:57 am) |
| Getting Static Shape to Take Damage | WTF? Leave your projectile code alone! You needn't touch anything for your static shape to take ... read more | 08/29/2006 (10:36 am) |
| Spawn a particle emitter ? | Take a look at the particle editor scripts for an example of how to do this. This is how I spawn ... read more | 08/29/2006 (10:02 am) |
| Getting Static Shape to Take Damage | I sometimes spawn a new projectile with an explosion particle / emitter: [code] %p = new (proj... read more | 08/29/2006 (9:59 am) |
| Tank Pack and TGE 1.4 | ^^ [b]Pending on which compiler you are using you may have to move those two lines higher up in t... read more | 08/29/2006 (9:54 am) |
| SgAllowLighting expectations | Hi John, I stumbled across this thread and had hoped the changes you listed above would solve the... read more | 08/29/2006 (8:21 am) |
| Getting Static Shape to Take Damage | You need to set up a datablock with the appropriate functions in script. Example: - Create a f... read more | 08/29/2006 (7:33 am) |
| Tank Pack and TGE 1.4 | That's not how you fix it :) Find the [code] void renderShadow(F32 dist, F32 fogAmount); [/co... read more | 08/28/2006 (11:35 pm) |
| Can't see master server | Check your router.... read more | 08/28/2006 (11:29 pm) |
| Terrain Texture Preview | If you really wanted to you could modify this so that all Open File... dialogs display a preview tex... read more | 08/28/2006 (12:59 pm) |
| Terrain Texture Preview | Yes. Script only. That's why I posted it in the public section so everyone can benefit.... read more | 08/28/2006 (10:31 am) |
| Particle Emitter Bug / Clipped from view | That's the one I was after. Thanks a million!... read more | 08/28/2006 (8:55 am) |