Max Thomas's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Disappointing endings to games ( warning discussion of HL2 ) | Yeah, They kinda were. I loved the game nevertheless and I am happy that they are makin a sequal.... read more | 11/29/2004 (9:11 pm) |
| Metal vs. Flesh | Bryce, I think thet you're getting a little over your head... I'm not doubting you I'm just perdy... read more | 11/29/2004 (7:29 pm) |
| Office Chair Racing! | I would say it would be easier to use the fps starter kit because it has support for animations and ... read more | 11/29/2004 (2:57 pm) |
| My Shortcuts | Um... Can't you just right click in the page click add to favorites and put in what you want it to b... read more | 11/29/2004 (2:01 pm) |
| Metal vs. Flesh | Hello Bryce, It may seem simple at the time but some of this stuff that you are saying is stuff t... read more | 11/29/2004 (1:57 pm) |
| Problem with compiling *.h files... | Really think so? I guss I'll try it in the next few days if I ever get a brake from farm work :p ... read more | 11/28/2004 (9:04 am) |
| Problem with compiling *.h files... | Yup, that what I did but it's not a copied version. I'm not runing OS etheir the standard Windows fo... read more | 11/28/2004 (8:08 am) |
| Problem with compiling *.h files... | Hmm... But then shouldn't it make the changes in the example folder?... read more | 11/27/2004 (9:17 pm) |
| Problem with compiling *.h files... | The *.cc file compiles just fine. It's just the *.h files that are been tempremental. I allready hav... read more | 11/27/2004 (8:39 pm) |
| Time meter that dolls out points... | Thanks, I actually just figgured that out by myself with the corpse removal timers. The main problem... read more | 11/27/2004 (8:09 am) |
| Time meter that dolls out points... | I'm kinda daft when it comes to subjects like this could you give me an example please? Thanks, M... read more | 11/26/2004 (8:20 pm) |
| What DirectX versions supported by Torque? | If I'm correct it only works with DX9 don't hold me to that though.... read more | 11/26/2004 (8:17 pm) |
| Animating | Well, I use milkshape and am perfectly happy with it. It's just a little hard to figure out when you... read more | 11/25/2004 (9:37 am) |
| Rigid Shape Class *.cs... | Hello again, Still problems not showig up. I know that I'm compiling corectly too. Well, do you t... read more | 11/24/2004 (12:28 pm) |
| Rigid Shape Class *.cs... | Ummm... One question. I put that code in their respective files execed them put the shape in but I c... read more | 11/24/2004 (8:18 am) |
| Rigid Shape Class *.cs... | Oopsey doubble post.... read more | 11/23/2004 (11:09 am) |
| Rigid Shape Class *.cs... | Thanks, I saw that. But is there anything else that I need? It just seems a little too simple to ... read more | 11/23/2004 (10:40 am) |
| DIF and the TSE update? | Very very good post you have there FruitBatInShades I personally think that map2dif thould be comple... read more | 11/22/2004 (6:55 am) |
| GID8 - Theme suggestions wanted | I dunno if I can do this gid but how bout summit like you fly santa and the reighndeer around and ha... read more | 11/19/2004 (8:01 am) |
| Multiple emmiters... | Yay, Thanks Gonzo it kinda works... One prob though It is beein kinda tempremental and only wants to... read more | 11/16/2004 (7:07 am) |
| Multiple emmiters... | Oopsy double post... read more | 11/16/2004 (7:04 am) |
| Multiple emmiters... | Thanks very much guys. Gonzo helpful as usual ;). Thanks, I'll go and try that code out for a bit se... read more | 11/16/2004 (5:44 am) |
| Multiple emmiters... | Ben, Could I use a datablock like this in *.cs format? I looked around for a little bit and found so... read more | 11/15/2004 (7:39 pm) |
| Multiple emmiters... | Yeah as you prolly can tell I'm not a wiz at programing. I can't even decide what .cc file to use to... read more | 11/15/2004 (5:12 pm) |
| Multiple emmiters... | Think so? Yeah I guess it must be because there is no instance of the node names in the *.cs files. ... read more | 11/15/2004 (11:27 am) |
| Multiple emmiters... | Anyone? I really need help on this I am completly lost...... read more | 11/15/2004 (7:29 am) |
| Help!!! With changine the ai player body | Thanks Clint. howevery I just figgered it out all by meself yestaday.... read more | 11/13/2004 (12:35 pm) |
| Please Help With Hello World | I think that you want function main() { print("Hello World") ; } the two slashes infront... read more | 11/13/2004 (12:30 pm) |
| Weapon effects | Matt can you post your E-mail adress so I can send you a file? Max... read more | 11/12/2004 (7:23 pm) |
| Weapon effects | Hmm thats odd. I just have // Fire the weapon. Calls the fire script which does // the a... read more | 11/12/2004 (5:35 pm) |
| Weapon effects | If you post the "datablock ShapeBaseImageData(CrossbowImage)" datablock I'll take a lookie at it and... read more | 11/12/2004 (2:24 pm) |
| Weapon effects | Ok... I figured this out all by meselfis quite awhile back so here are what you will need to search ... read more | 11/12/2004 (12:48 pm) |
| Adding underwater "drown" timer | Just a guess but you could use summit like the run energy bar. Just change it to watter collision ti... read more | 11/06/2004 (9:06 pm) |
| Greetings! | Greetings Matt, Hope you have a great time here at garage games. Don't forget to use the forums t... read more | 11/03/2004 (2:06 pm) |
| Help!!! With changine the ai player body | Actually now that I think of it Is it possible to put all the stuff from player.cs that is needed in... read more | 11/02/2004 (5:48 pm) |
| I cant start the demo. | What! I have a alienware computer and torque runs perfectly on it. How old is your computer?... read more | 10/24/2004 (9:21 am) |
| Why would my AI run from me? | Take a lookie at this. aiAvoidThis = true; It's under player.cs it's normaly set to true an... read more | 10/23/2004 (11:27 am) |
| Why would my AI run from me? | Take a lookie at this. aiAvoidThis = true; It's under player.cs it's normaly set to true an... read more | 10/23/2004 (11:26 am) |
| Turning standard ai player into a actual player... | Gonzo, I have sent you the two files aiplayer.cs and game.cs. Thanks, Max... read more | 10/23/2004 (11:18 am) |
| Turning standard ai player into a actual player... | Gah another one.... read more | 10/23/2004 (11:17 am) |
| Turning standard ai player into a actual player... | Oopsey doubble post. ;)... read more | 10/23/2004 (11:16 am) |
| Turning standard ai player into a actual player... | Yeah I changed those and still nuthin. Wail why won't it work! Well, Here are my two bits of code te... read more | 10/23/2004 (11:12 am) |
| Turning standard ai player into a actual player... | Ok, this is reall wierd with the little line of code there it won't spawn a single bot and tons of e... read more | 10/23/2004 (10:44 am) |
| Turning standard ai player into a actual player... | Thanks Gonzo, question though is this what the aimanager should look like then or does this messageA... read more | 10/23/2004 (9:52 am) |
| Turning standard ai player into a actual player... | Thanks, One quick question though where do I put this line? for (%i = 0; %i < $Game::numA... read more | 10/23/2004 (9:33 am) |
| Turning standard ai player into a actual player... | Anyone? Anyone? I really need help on this as soon as possible. Thanks, Max... read more | 10/22/2004 (5:59 pm) |
| Turning standard ai player into a actual player... | Thanks guys, Yeah I thought that ai client was what I was going to need. I have yet to try it wit... read more | 10/22/2004 (12:39 pm) |
| Turning standard ai player into a actual player... | Yeah I understand that but I couldn't find any problems calling the name funcion. I'm useing aiplaye... read more | 10/22/2004 (11:18 am) |
| Cutting down the grafix and system requirements? | Thanks, Thats a very good resorce but what i really need is a way to make torque run on computer wit... read more | 10/20/2004 (6:24 pm) |
| Cutting down the grafix and system requirements? | I've mostly tryed changing the changing the prefs.cs files setting because I can change most of the ... read more | 10/20/2004 (1:32 pm) |