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Zod's Forum Posts

Thread Post Date Posted
Walkabout Navigation Toolkit help thread Wow fast response, thanks. I just noticed T3D 3.6.1 was released and going to start working on porti... read more 10/12/2014 (6:13 pm)
Walkabout Navigation Toolkit help thread I would like to thank you for all of this incredible work you've done! I have recently returned to T... read more 10/12/2014 (4:47 pm)
So who the heck is IAC? [quote]Am I the only one that get the impression that the future for GG is going to crappy 2D and pu... read more 09/27/2007 (1:59 pm)
Soldier pack/ Humvee pack problem That soldier model doesn't come with a sitting animation. We ran into this issue as well and what I ... read more 06/28/2007 (8:57 pm)
Headshots Http://www.garagegames.com/mg/forums/result.thread.php?qt=54203... read more 06/22/2007 (11:44 am)
Laser-type ammo? Tribes 2 achieved similar results using an ifl file with associated textures on an animated model.... read more 06/02/2007 (10:23 am)
How to shift to 3rd person camera? Shifting the position would require either changing the camera node position in the model itself or ... read more 04/24/2007 (9:00 am)
TGEA dedicated server doesnt work I can't see why it wouldn't work with the current master as I thought only the art pipeline for the ... read more 04/21/2007 (3:30 pm)
Datablock/Namespace, trying to make my own datablocks Just add this to the datablock: [code] className = "PartyMember"; [/code] Now you can make you... read more 04/15/2007 (7:51 am)
Torque Constructor Crashes on launch Thomas, I'd say your box isn't TGE/TGEA Dev ready. PIII 750 with Trident graphics.. No way man. I... read more 04/10/2007 (9:16 am)
Torque Constructor Crashes on launch I am having crash issues as well. First it crashed when I clicked to send the key via ignition, whic... read more 04/10/2007 (8:49 am)
Is this so hard? You also have to think about this. If you are going to port to any OS, your going to have to field s... read more 04/08/2007 (11:41 pm)
PathCameras AiPlayers require contact with the terrain to work. I don't have that option. aiFlyingVehicle would ... read more 04/01/2007 (4:12 pm)
FPS with 256 players Torques networking can handle it. Can you?... read more 03/30/2007 (2:51 pm)
RenderFirstPerson for shapeBasedImages? You wouldn't modify the datablock in this case. You would simply have 2. One with the mask and one w... read more 03/29/2007 (4:34 pm)
Starsiege 2845? Vivendi has nothing to lose. A free game for them based on IP that isn't worth diddly squat. If it e... read more 03/29/2007 (1:12 pm)
RenderFirstPerson for shapeBasedImages? Sounds like the node it's mounted to isn't moving with the look up and down animations. So I assume ... read more 03/29/2007 (10:32 am)
Starsiege 2845? They aren't saying they hate Torque. They are saying they dislike TGEA. I can't see where they are w... read more 03/29/2007 (10:20 am)
Character Pack Great looking stuff. If you use the stock Kork bones and animations you'll be way ahead of the game.... read more 03/27/2007 (3:04 pm)
TGE vs TGEA for noobs Torque doesn't come with a geometry editor. You have to use third party apps for that. Like Blender ... read more 03/23/2007 (2:53 pm)
Networked Array This is similar to how I do it. [code] %Weapon[0] = "blah"; %Weapon[1] = "foo"; for ( %i = 0... read more 03/17/2007 (5:29 pm)
Someone joined my game - Weston who are you? Or just set the server region global to anything but 2.... read more 03/16/2007 (10:18 am)
Free Torque Script IDE Codeweaver. Downside, its a little slow and crashes on searches sometimes. [url]http://www.torquedev... read more 03/11/2007 (8:17 pm)
Do I have to I see these questions all the time. Perhaps they should rename the commercial license to "Enterprise... read more 03/10/2007 (6:47 pm)
How to detect particle collision ? A trigger is an invisible object that can be collided with by a player object. See starter.fps\serve... read more 03/06/2007 (8:01 pm)
How to detect particle collision ? A trigger is an invisible object that can be collided with by a player object. See starter.fps\serve... read more 03/06/2007 (7:59 pm)
How to detect particle collision ? Without changing the source code, your only real option is to place triggers ate the location of the... read more 03/06/2007 (7:31 pm)
Assigning sounds to keypresses? Your console log file should be in the same folder as your .exe file. console.log Open that file ... read more 03/04/2007 (2:54 pm)
Assigning sounds to keypresses? Assuming TGEs starter.fps mod.. You are going to have to do three things. #1 Create audio prof... read more 03/03/2007 (11:11 am)
Vista Install - Game Explorer Wow, it's Chris! Hope all is well with you and best of luck with your current endevors. Sadly I have... read more 03/01/2007 (5:57 pm)
Client/Server Variable issues, please help You need to move most of that code to a serverside function. Having the client id in this case won't... read more 03/01/2007 (4:06 pm)
Digital Speedometer (code inside) I'm pretty sure it won't resize the control and parent unless you tell it too as a second bool value... read more 02/13/2007 (8:53 am)
Digital Speedometer (code inside) How I currently do it plus your digits (nice touch btw) [code] function digitalSpeedHUD::onWake(%t... read more 02/12/2007 (7:47 pm)
Digital Speedometer (code inside) Just a small note. None of this needs to be serverside code. It can all be on the client end and not... read more 02/12/2007 (12:02 am)
Triggers I believe triggers will only handle player, vehicle and item data. Nothing else will trigger them. I... read more 02/06/2007 (12:30 am)
Adding gui disables mouse capture Add the following to the GameTSCtrl [code] noCursor = "1"; [/code] Like so: [code] new G... read more 02/06/2007 (12:06 am)
modifying the health script to replenish energy All pickups in stock TGE and TGEA are handled by these functions. First to be called [code] fun... read more 01/28/2007 (9:50 pm)
Live script based pathfinding? Well the two resources are somewhat complex and the marker setup they used so very tangled into the ... read more 01/21/2007 (5:55 pm)
Live script based pathfinding? Tom, Thanks, but I had allready looked them over and decided they are actually no better then the... read more 01/21/2007 (4:31 pm)
Live script based pathfinding? This function [code]function AiPlayer::getNextNavPoint[/code] is severely lacking. Bots will ping po... read more 01/21/2007 (3:44 pm)
Live script based pathfinding? Create an array from markers and save it to file. [code] function createArrayFromMarkers() { ... read more 01/21/2007 (10:46 am)
Particled Trigger Sorry. So long to reply, I forgot about the thread.. Anyway. [code]%obj.emitter.delete();[/code]... read more 01/16/2007 (6:59 pm)
Projectiles not colliding with player You can see the bouning box if you go into the mission editor. Spawn player, toggle editor, toggle c... read more 01/10/2007 (6:29 pm)
Sending array Brian states the best method. Take your array and convert it to a TAB seperated list, then send the ... read more 01/05/2007 (1:38 pm)
CH4 - TGE1.5 - Toggle1stPPOV I do not believe so. But you can refine your search after the initial search.... read more 01/04/2007 (7:05 pm)
CH4 - TGE1.5 - Toggle1stPPOV [code] $firstPerson = true; function toggleFirstPerson(%val) { if (%val) { $firstP... read more 01/03/2007 (7:59 pm)
Modern Weapons Pack HELP Ditto Fucifer, any content pack authors wish to trade the content for scripts I'm game.... read more 12/29/2006 (10:58 am)
Making "Jump pads" and "sliding corpses Physical zones can work too but is actually more controlled if you apply impulses, far as direction ... read more 12/28/2006 (2:30 pm)
How to change Sky textures without reloading mission in code? Anytime :) Top of page, right hand side, after it searches it will give you the option of searchi... read more 12/28/2006 (2:27 pm)
Making "Jump pads" and "sliding corpses You could just write a collision function for the jump pad.. [code] function JumpPad::onCollisio... read more 12/28/2006 (1:21 pm)
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