Search found 84 matches

by rgdyman
Mon Aug 15, 2005 10:26 pm
Forum: RF Scripting
Topic: Low Level Loop animation.
Replies: 5
Views: 825

Thanks AndyCR. Yes, I can get it to flow nicely in HighLevel. ( As smooth as HighLevel can be that is :lol: ) After I made sure that my animations were in fact working, I started trial and error with LowLevel. I've managed to get to animations to loop. ( One at a time though.) I cant seem to change ...
by rgdyman
Mon Aug 15, 2005 2:33 am
Forum: RF Scripting
Topic: Low Level Loop animation.
Replies: 5
Views: 825

Low Level Loop animation.

I've been trying to do something rather simple, ( So I thought) All I want this pawn to do is Loop the current animtion. Simple right? This is what I have so far. ( LowLevel ) { A_SPEED [20] Spawn[() { Console(true); LowLevel("Waiting"); }] Waiting[() { AnimationSpeed(A_SPEED); Animate(&qu...
by rgdyman
Sun Aug 14, 2005 7:21 pm
Forum: Modelers Corner
Topic: Models
Replies: 6
Views: 1100

I may be simply missing something,

But, where can I find the Universal Human Pack downloads?

If I remeber correctly, I thing Animatrix donated a few different ones.
Like: women,monster,zombie...

( Thanks for those Animatrix!! :lol: )

viewtopic.php?t=140 :oops:
by rgdyman
Sat Aug 06, 2005 6:42 pm
Forum: RF Scripting
Topic: vehicle support
Replies: 4
Views: 855

I attempted a plane ( flying) script in the past. All went well except for a "Roll out" routine. But yes, you can have boats,cars,planes and the such. It does take a little doing though. The generic scripts are great. But odds are you'll want to add in certain routines to fit your game and...
by rgdyman
Fri Aug 05, 2005 1:40 pm
Forum: Feature Requests
Topic: Body Damage System
Replies: 12
Views: 2313

Ok. This is rather embarrassing :oops: But I don't know how to turn "On" the PerBoneCollision(); and get rid of the Bounding Box. :roll: Can someone let me know how to get the bone collision on..? Thanks. rgdyman EDIT; See I knew it would be embarrasing. It's active already :shock: Just ha...
by rgdyman
Thu Aug 04, 2005 12:29 am
Forum: RF Scripting
Topic: Low Level paths.
Replies: 2
Views: 553

:oops: LOL

Thanks!! "Guest"

Yes, The command is in there.

Just when I thought I have tried every combanation that there is...

Thanks again!!

rgdyman

Just ran it through. Works Perfect!! ( Now I need to adjust the Path angles)
:wink:
by rgdyman
Tue Aug 02, 2005 12:52 am
Forum: RF Scripting
Topic: Low Level paths.
Replies: 2
Views: 553

Low Level paths.

I have a question about lowlevel path following. In the HighLevel there's RotateMoveToPoint(); // Rotate and Move. I'm running a script in LowLevel. When I use FacePoint(); Needless to say this isn't a very smooth rotation. The pawn simply, faces the point. I don't have any animations that need to b...
by rgdyman
Thu Jul 28, 2005 2:11 am
Forum: Bug Reports
Topic: RF pro crashing while previewing level
Replies: 13
Views: 3239

The only entities I have in a level right now is playerstart, playersetup, skydome, echaos, liquid. I think you need the enviorment entity also. Try to get ride of the skydome.echaos, and liquid. Then test with player start, player set up, and enviorment entities. If all goes well, add one of the th...
by rgdyman
Mon Jul 25, 2005 12:32 am
Forum: RF Scripting
Topic: GetGroundTexture().. Not sure how to use....
Replies: 3
Views: 662

Cool :P

What I did was this:

TEXTURE []


TEXTURE=GetGroundTexture();
if(TEXTURE="Grass")
{
PlaySound(Grass_Walk.wav");
}

Thaks for the push Quest!!
by rgdyman
Sun Jul 24, 2005 11:52 pm
Forum: RF Scripting
Topic: GetGroundTexture().. Not sure how to use....
Replies: 3
Views: 662

GetGroundTexture().. Not sure how to use....

I have a quick ( possiably an easy) question about the LowLevel command GetGroundTexture(); I'm tring to use this with a ( if ) factor. GetGroundTexture(); if(GetGroundTexture("Grass.bmp")) // I also tried ( "Grass" ) with no .bmp { Do cool stuff. :? } I don't seem to be using th...
by rgdyman
Sat Jul 23, 2005 12:42 am
Forum: Level Design & Entity Usage
Topic: sliding doors
Replies: 1
Views: 509

Thers probably a more effective way,
But I made 2 models.

1(Right_ElevatorDoor1
2(Left_ElevatorDoor1

Animated accordingly, and had them both activate off the same trigger.

Like I said, There's probably a more effective way, but this worked out.
by rgdyman
Wed Jul 13, 2005 3:13 pm
Forum: RF Scripting
Topic: city scripting
Replies: 12
Views: 2108

jonas; Your ganna want to take this slowly. Don't let the amount of triggers , Pawns, and the such confuse ya. Make sure you name everything that you'll remember. Also, I suggest making a layout on paper first. ( in pencil) :wink: And write done the szEntityName's ,and the such,where they should be.
by rgdyman
Wed Jul 13, 2005 3:06 pm
Forum: RF Scripting
Topic: script
Replies: 30
Views: 4616

So if I wanted to I could make a control panel a pawn and when you goto the panel it will start a conversation. Yes. Right now thee's only 8 slots available to use for answers. The script more or less allows the player to have more interactivity in the conversation -vs- yes or no questions. You'll ...
by rgdyman
Tue Jul 12, 2005 9:32 pm
Forum: RF Scripting
Topic: script
Replies: 30
Views: 4616

Ok. If you use " Spawn " as the starting order you'll only be able to type in a command once. You need a trigger called "CHAT " In order to loop. I havnt had alot of time to test this that much. If you find a Hic-up while your using it please let me know the error message or what...
by rgdyman
Sun Jul 10, 2005 11:37 pm
Forum: RF Scripting
Topic: script
Replies: 30
Views: 4616

Thank you Quest!! :lol: