Game Development Community

Gibby's Forum Posts

Thread Post Date Posted
UAISK combing with AFX 1.2 TGE 1.5.2 @Rich: In my current project have afx2.0/TGE1.5.2 working with UAISK 1.5, aiWheeled/Flying/Heli/Hove... read more 11/07/2010 (12:50 am)
UAISK combing with AFX 1.2 TGE 1.5.2 Johnny: Note that in AFX 2+ the ai code has changed and now uses afxNonPlayerWranger. Most of wha... read more 11/05/2010 (6:06 pm)
Hovercraft script May I have it as well? faderboy [at] faderboy [dot] com Thanks... read more 10/20/2010 (5:56 pm)
AFX 2 / TGE 1.5.2 crash on mission cycle Can you get the T3D version to cycleMissions after onGameDurationEnd?... read more 10/18/2010 (7:38 pm)
AFX 2 / TGE 1.5.2 crash on mission cycle UPDATE: I can confirm that the ClientMissionCleanup issue exists in TGEA and the above fixes work... read more 10/18/2010 (7:13 pm)
AFX 2 / TGE 1.5.2 crash on mission cycle hmmm I have since looked into this issue in TGEA and I can't seem to get missions to cycle at all. A... read more 10/18/2010 (5:14 pm)
Keypress enemy selection Rich: Try adding this to you default.bind_AFX.cs: [code] //-------------------------- Target L... read more 10/18/2010 (6:08 am)
UAIK not working with AFX @Rich: FWIW I am using AFX 2.0 / TGE(A), and have UAISK working with both. As I mentioned before ... read more 10/18/2010 (5:51 am)
Keypress enemy selection @Rich: Are you using TGEA or T3D? This code should work in TGE/TGEA but I haven't tried it in T3D... read more 10/17/2010 (12:42 am)
AFX 2 / TGE 1.5.2 crash on mission cycle Update: Yes it works. I've had it cycling in a stock build for hours no probs. Running a Diff on... read more 10/13/2010 (8:30 pm)
AFX 2 / TGE 1.5.2 crash on mission cycle Jeff: Thanks again for the prompt fix. It seems to work in both stock AFX2/TGE152 as well as my h... read more 10/13/2010 (7:08 pm)
UAIK not working with AFX @Rich: 'Merging' AIManager? I've been running UAISK in tandem with afxNonPlayerWrangler, as well ... read more 10/13/2010 (4:18 pm)
AFX 2 / TGE 1.5.2 crash on mission cycle Thanks Jeff!!! Stock TGE works fine, TGEA fails without any particles. Don't own T3D...... read more 10/13/2010 (1:37 am)
AFX 2 / TGE 1.5.2 crash on mission cycle hmmm, well I've tried to get AFX2/TGEA to cycle missions and it seems it doesn't work either, with o... read more 10/13/2010 (12:03 am)
Selectrons and Weapon Muzzle Vectors hmm well after tinkering for a couple of days, I realized that I don't need a new targetting mode at... read more 06/24/2010 (8:57 am)
Paths working in 1.4? AHHHH!!! Dewd you rock... ... read more 06/22/2010 (12:30 pm)
Selectrons and Weapon Muzzle Vectors ahhh, thanks for the tip... I'll take a look at how weapon.cc works and go from there... Thanks agai... read more 06/22/2010 (12:26 pm)
afxCamera and vehicle cameraOffset Doh! I figured it out. I disabled the pan in/out function and used this handy little piece of code: ... read more 06/13/2010 (4:50 pm)
afxCamera and vehicle cameraOffset Jeff: Thanks for the tip on afxCameraPuppet - I have been experimenting with it on some guided we... read more 06/11/2010 (12:58 pm)
afxMeteor - Need Help @Jeff: I changed the targets to StaticShapes [octahedron.dts] and increased the lifetime and velocit... read more 05/05/2010 (1:32 pm)
Keypress enemy selection [cont'd] /client/commands.cs [code] //------------------------------Targeting----------------... read more 04/30/2010 (1:32 pm)
Keypress enemy selection @S2P [or anyone else needing this]: This should do it: server/commands.cs: [code] //----... read more 04/30/2010 (1:28 pm)
afxMeteor - Need Help default.bind_AFX.cs: [code] function castMeteor(%val) { if (%val) { echo("***... read more 04/30/2010 (12:12 pm)
Error compiling fresh AFX on Mac Nmuta: Sorry to chime in so late, but you would do well to update to Snow Leopard and to xCode 3+... read more 04/06/2010 (9:08 am)
afxFPS: an FPS mod for the ArcaneFX Demo Sean has done a TGEA port, and I don't use T3d, sorry...... read more 03/12/2010 (9:24 am)
UAIK not working with AFX @Donald: I can confirm that this kits works nicely with my AFX 2.0 enhanced project. The bots have b... read more 03/10/2010 (9:31 am)
UAIK not working with AFX @Sean: Try opening ~/server/afx/afxInit.cs and commenting out afxNonPlayer.cs and afxNonPlayerWr... read more 03/04/2010 (10:24 am)
afxRemix Vol. 1: afxBlitz, afxBlock and afxRush Just posted Vol:2, afxEatDirt [url=http://www.torquepowered.com/community/resources/view/19357]Here[... read more 02/17/2010 (1:06 pm)
Throwing Pilot based on Vehicle Impact Vector Doh! Solved this myself. FYI in my first post I used the vector, but the correct function is getTran... read more 02/09/2010 (11:43 pm)
Feature Request Thread My request would be a mode that is 'game-object' aware, in that it would seek the flag/goal/objectiv... read more 02/08/2010 (6:02 am)
Path Issues heya Sorry, didn't mention, they say they're 'Holding'... I haven't tried getting them to spel... read more 02/04/2010 (7:51 pm)
Path Issues Doh! That was it, and for anyone else integrating this with AFX 2.0. be sure to make the changes in ... read more 02/04/2010 (4:58 am)
Path Issues Now after the above changes in the console I get: [code] game->StartGame called... DeathMatch... read more 02/02/2010 (8:04 pm)
Path Issues Hmmm [btw this is long, sorry in advance about the multi-posts] Have removed the "allMark... read more 02/02/2010 (8:03 pm)
afxFPS: an FPS mod for the ArcaneFX Demo Heya Don, thanks... BTW if anyone is interested I've ported the scripts to AFX2.0 for TGE and TGE... read more 02/01/2010 (1:12 pm)
Quick Links Documantaion Wow, that was fast, thanks... ... read more 01/28/2010 (6:57 pm)
Tips for long-range audio? 'nother thought. Most gaming hardware, and even a lot of exensive DAWs still use the 128 increments ... read more 01/10/2010 (2:00 pm)
Tips for long-range audio? Adding a delay offset is an old-school movie sound trick. Just use the rule of thumb that audio trav... read more 01/10/2010 (1:50 pm)
Force Third Person in AFX 2.0 Well, after echoing a few variables to the console, I've come up with this hack, which works, but gi... read more 12/29/2009 (4:05 pm)
Shader effects on zodiac? Okay I R'd TFM and found the yes answer to my question, but now need to create the shaders I need. W... read more 12/28/2009 (1:55 pm)
Does Constructor actually work in OSX Sherman: Thanks I did 1.0.4 to work after wiping my previous versions and merging them, third tim... read more 12/28/2009 (1:46 pm)
Does Constructor actually work in OSX hmmm bizarre, I re-installed 1.0.3 on my PC, reloaded and re-exported the exact same file a second t... read more 12/23/2009 (7:52 pm)
Does Constructor actually work in OSX Hmmm, well, I just turned off my Mac, powered up an WinXP system [2gig Athlon] installed 1.0.3 appli... read more 12/22/2009 (7:38 pm)
Does Constructor actually work in OSX Okay so I have downloaded 1.0.4, applied what was called a 'patch', and now I get: Error exportin... read more 12/22/2009 (6:55 pm)
Does Constructor actually work in OSX Should have known, 1.0.3 is what one can download from one's 'account', thanks again GG... oh, wh... read more 12/22/2009 (6:36 pm)
Does Constructor actually work in OSX FWIW my system is a Mac Pro with 2gig RAM, Leopard... ..I can't even compile the crate prefab, even... read more 12/22/2009 (6:10 pm)
The Universal AI Starter Kit Thanks Twisted, I'll check there, I think it's likely only a script ref holding me up... ...on th... read more 12/22/2009 (8:58 am)
The Universal AI Starter Kit Twisted, Thank You!!! FWIW if anyone out there is having trouble integrating this with an existin... read more 12/22/2009 (7:56 am)
Melee port Pistoles, could you post your Shapebase.cpp? I have have two errors compiling for 1.8.2: /Use... read more 12/15/2009 (10:00 pm)
ForgeSoldier not included Forge Soldier is in the TGEA 'Forge' Demo - if you don't have TGEA you won't have him. If you do hav... read more 12/14/2009 (2:11 pm)