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Azaezel's Forum Posts

Thread Post Date Posted
Advanced Camera in T3D In: function DeathMatchGame::onClientEnterGame(%game, %client) ? If so, replace %this with %game.... read more 07/31/2013 (1:26 am)
Advanced Camera in T3D Mind copying the script where you're creating it?... read more 07/31/2013 (12:24 am)
Client-side only sceneobject from script @demolishun: That imgur link shows it having seperate results when forced to do so right off the bat... read more 07/30/2013 (5:25 pm)
Client-side only sceneobject from script The LightBase constructor sets it, so used the PointLight constructor as an example in order to over... read more 07/30/2013 (4:57 pm)
Client-side only sceneobject from script http://i.imgur.com/2wfUpaY.jpg That? Really don't see why you'd want to, but try: [code] PointL... read more 07/30/2013 (3:42 pm)
Humor Post: I can't believe Torque doesn't have a "MAKE MY GAME" button! Where's the print money button? Is it next to the any key?... read more 07/28/2013 (12:21 pm)
Swapable Colmeshes updated with: adds a UseCollisonLods flag (true/false) to object datablocks so that if the swappi... read more 07/28/2013 (11:50 am)
Swapable Colmeshes @Ron: One of the first things I tried, actually. Then I looked into the code and found that at this ... read more 07/26/2013 (11:16 am)
A git tutorial for Torque users Thanks for the sourcetree link. There's somethin I can actually use at 1-3am after working with svn ... read more 07/25/2013 (11:12 pm)
Swapable Colmeshes https://github.com/Azaezel/Torque3D collision_lods branch. Figure give it a week or two for communit... read more 07/25/2013 (11:07 pm)
Footsteps and player related SFX to do it right, would need better numbers than: soldier_rigged.cs [code] function SoldierDAE::o... read more 07/24/2013 (6:40 pm)
Footsteps and player related SFX Yes, provided someone with a better eye were to gen the keyframe triggers to match the feet. The res... read more 07/24/2013 (6:20 pm)
Footsteps and player related SFX Yes, Duion and I were poking at the same issues together after about the second or third post in the... read more 07/24/2013 (5:54 pm)
Footsteps and player related SFX We were joking around in irc about it. Belive my response was "keyframe triggers eeeeeverywhere... read more 07/24/2013 (5:41 pm)
Footsteps and player related SFX the black dustpuff bit is due to either the [code] datablock PlayerData(DefaultPlayerData) { ... read more 07/24/2013 (1:39 pm)
Footsteps and player related SFX So for terrain, we find the associated material pair, in our poking around session, we used: [code]... read more 07/24/2013 (1:13 pm)
Footsteps and player related SFX It needs those triggers to know when to play them. (Also turns on footprints.)... read more 07/24/2013 (11:55 am)
Footsteps and player related SFX Bug with the stock model. Lacks keyframes. [image]http://img94.imageshack.us/img94/5614/pjo6.png[... read more 07/24/2013 (11:22 am)
Working group: navigation @Quinton: It is. Just got a fix for compatibility with the latest, in fact. http://www.garagegam... read more 07/24/2013 (2:58 am)
trying to find racing game kit http://www.garagegames.com/community/resources/view/15903 for the tgea one. It'll need some porting ... read more 07/23/2013 (11:27 pm)
Visual Scripting Feature? From my POV, a kismet-ish interface would work well when dealing with state-machines, such as weapon... read more 07/23/2013 (8:33 pm)
A slightly unfortunate attitude.... "Personally I just can't grasp the concept of someone not able to understand how git works -- w... read more 07/23/2013 (2:43 pm)
Working group: navigation Presently using a raw object-to-target distance comparision + script-based comparator callback (seve... read more 07/23/2013 (1:18 pm)
Swapable Colmeshes Last bit for the basic prototyping phase: better debugging feedback, and networking via riding on... read more 07/22/2013 (2:38 pm)
Swapable Colmeshes aaand the detail work (no pun intended): [code] void ShapeBase::buildConvex(const Box3F& box, ... read more 07/21/2013 (2:12 am)
Swapable Colmeshes Second verse, same as the first: For bullets, we need to support raycasts. While were at it, for con... read more 07/21/2013 (2:11 am)
Swapable Colmeshes The end result is being able to throw in: %obj.setActiveCollision(4); To say, the cheetah, since i... read more 07/19/2013 (11:14 pm)
To blend, or not to blend. Thanks. Passing that along.... read more 07/14/2013 (1:37 pm)
Creating a Laser Projectile Recently tacked on a bit of additional utility to: http://www.garagegames.com/community/resource/... read more 07/14/2013 (1:02 pm)
A slightly unfortunate attitude.... For myself, I'll fix what I can fix when I can fix it as I run across it in production, and point ou... read more 07/12/2013 (11:10 am)
Walkabout Navigation Toolkit help thread confirmed functional. much obliged.... read more 07/06/2013 (12:18 pm)
Walkabout Navigation Toolkit help thread mAwake is true, so yeah, it'd have to be the onWake callstack seems to be saying there's a script... read more 07/02/2013 (10:17 am)
Walkabout Navigation Toolkit help thread When you said the item was 'clickable, but doesn't seem to perform any function', you mean you didn'... read more 06/18/2013 (8:24 pm)
Walkabout Navigation Toolkit help thread Yeah, was tracing SimSet *NavMesh::getServerSet(). On the off chance it was an order of operation... read more 06/17/2013 (10:18 pm)
Walkabout Navigation Toolkit help thread Actually, mine's just a singular mesh floating free as the last entry in the missiongroup. ///fir... read more 06/17/2013 (9:24 pm)
Walkabout Navigation Toolkit help thread correct.... read more 06/17/2013 (8:51 pm)
Walkabout Navigation Toolkit help thread Hit the same error as steve where it wasn't propagating values to the gui. console entry of: NavE... read more 06/17/2013 (8:31 pm)
Integrating recast - rename a source file? "do u have any idea why that does not work?" If you look in: T3D\My Projects\%yourproj... read more 06/16/2013 (11:04 am)
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