Search found 84 matches

by rgdyman
Fri Sep 09, 2005 12:44 am
Forum: Programming
Topic: RF and physics
Replies: 173
Views: 24882

Very nice Nout. "Thanks for all of this!!" Like I posted earlier, I wont be able to contribute any code :oops: But I can point things out..( Hope it helps somewhat) As for RF crashing when you quit the game. The only one that crashes is the "Chain demo" All the others seem to clo...
by rgdyman
Sat Sep 03, 2005 3:57 am
Forum: Modelers Corner
Topic: The Killer Table, furniture that kills, download now,act fil
Replies: 4
Views: 395

Cool,

I'll be puting this in on Sat.

Took a look in Milkshape.

"Nice."

Thanks,
rgdyman
by rgdyman
Sat Sep 03, 2005 1:52 am
Forum: RF Scripting
Topic: DamageArea(). Getting error..
Replies: 0
Views: 545

DamageArea(). Getting error..

I seem to be missing something with this. The error I get in game right after DamageAREA() IS executed is; LowLevel script error in Joe Order MeleeAttack(); // something like that. In the script I have this; MeleeAttack[() { if(self.animate_at_end) { DamageArea(BatDamage,5,DAMAGEATTRIB); self.think=...
by rgdyman
Thu Sep 01, 2005 12:46 am
Forum: RF Scripting
Topic: Scripted weapons, scripted menu .. How?
Replies: 13
Views: 1899

Ya know sometime ya get so wraped up in over complicating things, you end up missing the more obviouse things. I had the Bat in game for sometime now... I didn't have the "Bat" actor the same scale as the Pawn....oops :shock: Hence, the bat was way above the Pawn the whole time just out of...
by rgdyman
Wed Aug 31, 2005 2:52 am
Forum: RF Scripting
Topic: Scripted weapons, scripted menu .. How?
Replies: 13
Views: 1899

Thanks, I took alook closer to the GenericPlayer.s I see that WEAPONHAND is declared. :oops: How can you attach the weapon to the Pawn? I have evrything else defined and working fine. I just need this part( yep, a very important part I know..lol) Hmm, Just went through things.. Is the million Dollar...
by rgdyman
Wed Aug 31, 2005 1:59 am
Forum: RF Scripting
Topic: Scripted weapons, scripted menu .. How?
Replies: 13
Views: 1899

Sorry to "Bump" this topic but I need a little push and it seems to have been left out in the cold.. Right now I have a scripted player that needs to pick up a "bat" and get into some trouble... I have the Bat waiting for the player to be within a certain distance then when the &...
by rgdyman
Sun Aug 28, 2005 9:49 pm
Forum: General Discussions
Topic: Make alpha release?
Replies: 12
Views: 1022

I vote "Yes" also

I'll only be able to contribute found bugs.

"Not much of a programmer"
"Sorry"

But if that's what you need, send it out.
by rgdyman
Sat Aug 27, 2005 5:33 pm
Forum: RF Scripting
Topic: AttachCameraToBone() help...
Replies: 9
Views: 1282

Sorry.

I wasn't sure how that would effect it. Just a quick thought.

Have you downloaded the "Docs"?

Take a look through the "LowLevel" commands.
by rgdyman
Sat Aug 27, 2005 3:41 pm
Forum: RF Scripting
Topic: AttachCameraToBone() help...
Replies: 9
Views: 1282

"but the camera isnt staying pointing at the pawn . To fix this problem i need a way to have the camera always face the pawn."


LookAtPawn(char *szEntityName, float OffsetY );

Try this.
by rgdyman
Fri Aug 26, 2005 11:09 pm
Forum: RF Scripting
Topic: AttachCameraToBone() help...
Replies: 9
Views: 1282

As for the messed up rotation thing. I think that the player is rotating faster than the camera. So when the camera is trying to keep up with the player, the player has already finished a full rotation then the camera is trying to adjust the angles properly.. :shock: ( I hope this is somewhat clear)...
by rgdyman
Fri Aug 26, 2005 12:30 am
Forum: RF Scripting
Topic: NPC-Script
Replies: 6
Views: 920

HostilePlayer(bool State ); // true or false.

You can change this at anytime.

I did this with a pushable abject in the past.


IsPushable(bool Flag ); // true or false
by rgdyman
Fri Aug 26, 2005 12:17 am
Forum: RF Scripting
Topic: AttachCameraToBone() help...
Replies: 9
Views: 1282

I myself havn't got to this point yet. But I did take a look at "Sacred Druids' script, ( Thanks Pickles) It appears that Pickles used AttachCamera(); and self.ideal_yaw=self.player_yaw; ChangeYaw(); try this out and see what happens. Keep in mind, Pickles is WAY more advanced than I am. So the...
by rgdyman
Tue Aug 23, 2005 10:57 pm
Forum: Setup, Post Install Support
Topic: corrupted files
Replies: 4
Views: 812

K, I downloaded it for ya.

It works fine for me. "Sorry" :)

Try what AndyCR suggested.
by rgdyman
Tue Aug 23, 2005 10:43 pm
Forum: Setup, Post Install Support
Topic: corrupted files
Replies: 4
Views: 812

"Funny how it happens when i start making good progress " :D

Yep..

I'll do a quick download and see what happens. Hang tight.
by rgdyman
Fri Aug 19, 2005 1:11 am
Forum: RF Scripting
Topic: Low Level Loop animation.
Replies: 5
Views: 825

Thank you "Jay".

Ya know, Pickles tried to clear up the return 0; in the past.

I never ran into it then, so it never made any sense to me.

But,

"Now I get it!" :wink:

Thanks again "Jay"!!

rgdyman

( Now I get to double back and optimize....)