Search found 84 matches

by rgdyman
Fri Jun 23, 2006 5:28 pm
Forum: RF Scripting
Topic: Toggle on/off Low Level
Replies: 5
Views: 611

if(self.key_pressed=K_STRAFE)
{
self.ThinkTime=0.1;
if(STRAFE=false)
{
STRAFE=true;
return;
}
if(STRAFE=true)
{
STRAFE=false;
return;
}
}


Need the

return;

:)
by rgdyman
Sun Apr 30, 2006 3:15 pm
Forum: RF Scripting
Topic: scripted armor and other equiptment.
Replies: 10
Views: 1125

NightVision

How about a overlay ( color of ur choice) with a trigger.
( NIGHTVISTRIGG )

In the AI script when the trigg is on change material to the desired effect?

should look good
by rgdyman
Fri Apr 28, 2006 9:24 am
Forum: RF Scripting
Topic: Scri[ted player to Rotate Right and Left ( Low Level)
Replies: 2
Views: 623

TY shadow.


Done.


Forgot radians.. :oops: // feeling stupid.
by rgdyman
Fri Apr 28, 2006 1:56 am
Forum: RF Scripting
Topic: Scri[ted player to Rotate Right and Left ( Low Level)
Replies: 2
Views: 623

Scri[ted player to Rotate Right and Left ( Low Level)

Need someone to turn a light on for me please.. I have a scripted player. He walks forward just fine. I have a " Turn Right" command and he turns to the right just fine. After pressing the key ,Now he's looking to the right. But, He still walks the original direction. ( Now it's sideways) ...
by rgdyman
Sun Apr 23, 2006 10:24 pm
Forum: RF Scripting
Topic: trigger a trigger when a pawn dies..
Replies: 2
Views: 643

That would be put in the Death routine.

SetEventState( fill this in);

Rather easy..:P
by rgdyman
Sat Apr 08, 2006 6:57 am
Forum: Level Design & Entity Usage
Topic: OK need a big fat how to
Replies: 10
Views: 1289

What I did was make a invis. weapon that shot a Proj. called " USEAMMO". And the weapon was called WorldUse. You cant see the "weapon" or "bullet"in game but when it shot it would damage any actopr that had th attribute " USE". Just the icon used. I used a han...
by rgdyman
Sun Jan 08, 2006 2:05 am
Forum: RF Scripting
Topic: Rotate
Replies: 5
Views: 772

Let us take a lok at the script you ran for this.
Makes things easier to shoot at. :D
by rgdyman
Wed Dec 21, 2005 1:36 am
Forum: Game Designs
Topic: First game concept- what do you guys think?
Replies: 4
Views: 892

Oh man, I like it!! I like it alot...

Do this cowboy.

Sounds great!
by rgdyman
Sun Dec 11, 2005 5:03 pm
Forum: RF Scripting
Topic: Weapons for dummies? Need help im a dummy.
Replies: 4
Views: 817

just to clear up.

Thats not a script.

Thats the weapon.ini file.

"I'm not picking on you or anything. Just thought I'd clear the word gap so you wont get confused later on."
by rgdyman
Sun Dec 11, 2005 6:12 am
Forum: Modelers Corner
Topic: The old "beginframeerror" in act view
Replies: 2
Views: 388

ooops

I though it was simply even...

K, thanks a million!

rgdy


ok all fixed
by rgdyman
Sun Dec 11, 2005 5:28 am
Forum: Modelers Corner
Topic: The old "beginframeerror" in act view
Replies: 2
Views: 388

The old "beginframeerror" in act view

K, I build the .act.

texures size is

420 High
80 wide

.bmp image.

I know its the texure. But what else besides the size?
by rgdyman
Sun Nov 27, 2005 7:31 am
Forum: General Discussions
Topic: Community game
Replies: 15
Views: 1378

I'll jump on board. How far have you gooten to orginize this? I know you have the story. Do you have a lay out and the such? A layout for "jobs" for each person? We'll need to farm out specific areas to different people. Map layout. Textures Script, and the such. Let me know. I'll be on bo...
by rgdyman
Sat Nov 05, 2005 2:42 pm
Forum: Announcements
Topic: Free ebook: Making 3D Games with RealityFactory by Dan Valeo
Replies: 41
Views: 18847

Wow!

Thanks Dan!

That's very generous of you.

I'll be downloading this.
Thanks a million!!
by rgdyman
Mon Oct 03, 2005 2:43 am
Forum: RF Scripting
Topic: Enemy with weapons?
Replies: 10
Views: 1308

Where are you getting stuck?
by rgdyman
Mon Oct 03, 2005 1:37 am
Forum: RF Scripting
Topic: Enemy with weapons?
Replies: 10
Views: 1308

Theres a command for the the weapon ( I belive it's HighLevel) If you want the pawn to have the weapon at Spawn, just add this in in the Spawn() Order. SetWeapon("Bat"); In the Pawn.ini you need to define it as weapon [Bat] actorname = Bat.act actorrotation = -90 180 0 0 actorscale = 0.2 f...