Search found 16 matches

by WebsterX37
Sat Aug 04, 2007 11:42 am
Forum: Level Design & Entity Usage
Topic: Skin problem with .act???
Replies: 2
Views: 219

use milkshape and decompile the .act file or use actorstudio to exchange the materials or search this forum :D
by WebsterX37
Mon Jul 23, 2007 7:26 pm
Forum: RF Scripting
Topic: Global Variable
Replies: 13
Views: 1124

cool ... has this trick with the dot: Pawn.Variable been posted somewhere before or is it within the manual?
by WebsterX37
Mon Jul 23, 2007 8:12 am
Forum: RF Scripting
Topic: Global Variable
Replies: 13
Views: 1124

why not use a trigger within the level, you can control the state of the trigger or maybe two triggers within your pawn scripts
GetEventState(char *Trigger );

Returns the trigger state
by WebsterX37
Fri Jul 20, 2007 4:27 pm
Forum: Modelers Corner
Topic: Bump mapping
Replies: 0
Views: 462

Bump mapping

Hello, I've read all the posts about bumpmapping and also read the manual. I now have a more technical question: My GraphicCard is a ATI Sapphire X700 Pro. The D3DDrv.Log reads as follows: D3DMain_GetSurfaceFormats: Unable to find a 888 (24-bit) texture support. D3DMain_GetSurfaceFormats: Unable to ...
by WebsterX37
Wed Jul 18, 2007 4:44 pm
Forum: Modelers Corner
Topic: Making textures [MS3D]
Replies: 3
Views: 425

I am not a MilkShaper but there are a lot of tuts out there, try a google search. 1st Paint your texture with a 2D paintprogram Photoshop or anything like this. Save it as bmp 24bit color. Use only dimensions power of 2 (e.g. 64x64; 128x128). The bigger the picture dimension, the bigger your actorfi...
by WebsterX37
Tue Jul 17, 2007 6:10 pm
Forum: RF Scripting
Topic: AddPainOrder Question
Replies: 5
Views: 459

SOLVED IT! :D I thought the only way could be, going LowLevel and not use AddPainOrder (HL-Command). Here it comes: { ACTIVATERANGE [70] TRIGGER [TVTRIGGER] ALIVE [1000] Spawn[() { Console(true); AttributeOrder("enemy_health",ALIVE,"Die"); SetFOV(360); HostilePlayer(false); Hosti...
by WebsterX37
Tue Jul 17, 2007 7:14 am
Forum: RF Scripting
Topic: Using SetFlag and AddFlagOrder
Replies: 2
Views: 251

Hello Jaguar, just one question (I am new to scripting RF): Is it possible to use a flag defined in one pawn script, to be used be another pawn? I dont think so. I think the flag is only seen by the pawn the flag was set for. It can't be used by the other pawn. Am I right? If, then u could use a tri...
by WebsterX37
Tue Jul 17, 2007 7:03 am
Forum: Level Design & Entity Usage
Topic: Level design (EDIT)
Replies: 6
Views: 700

8:48 am is a bit late I think :D
by WebsterX37
Mon Jul 16, 2007 9:55 pm
Forum: RF Scripting
Topic: AddPainOrder Question
Replies: 5
Views: 459

Here is my script, used for a TV to switch it on and off. The switching works fine. If it comes to "Hit"-order there are two options: First: I place a Return(); at the end of the "Hit"-order. Effect: Hitting works fine. But due to the Return() the order doesn't go back to the Ord...
by WebsterX37
Mon Jul 16, 2007 9:39 pm
Forum: Level Design & Entity Usage
Topic: Level design (EDIT)
Replies: 6
Views: 700

sorry Ryan, did not see it :roll:
by WebsterX37
Sun Jul 15, 2007 8:11 pm
Forum: Level Design & Entity Usage
Topic: Level design (EDIT)
Replies: 6
Views: 700

I am also new to RF but as far as I could figure it out, you can create your StaticEntities, Pawns and StaticMesh within 3ds Max. 1.Can I use 3DS max to make a level and export it to RF, if I can, what formatt? I dont know how to create a whole level with Max, I only use it for actors. The export me...
by WebsterX37
Sun Jul 15, 2007 6:12 pm
Forum: RF Scripting
Topic: AddPainOrder Question
Replies: 5
Views: 459

Thanx for your answer! So I tested it the wrong way, putting the AddPainOrder into the Idle-Order. If I understand this right: The Ordername in AddPainOrder runs only ones and is only called again by an event if the pawn is hit, as long as the attribute given to the pawn is bigger than zero? I've ad...
by WebsterX37
Sun Jul 15, 2007 4:29 pm
Forum: RF Scripting
Topic: AddPainOrder Question
Replies: 5
Views: 459

AddPainOrder Question

Hello I am new to scripting Pawns but finally managed one simple script. Pawn spawns calles Order Idle Order Idle restarts Now I wanted to show some explosions if my pawn is hit. So I've read the manual and found the AddPainOrder. Within my Idle Order I placed this: AddPainOrder("Hit",100)...
by WebsterX37
Sat Jul 14, 2007 5:02 am
Forum: Level Design & Entity Usage
Topic: StaticEntityProxy and Usekey
Replies: 2
Views: 268

:D Me answering my question :-)) Who whom it may concern, I have found a better way: making a pawn and scripting it. Took me quite long to figure it out, I am not really a programmer and new to RF: { ACTIVATERANGE [70] Spawn[() { Console(true); AttributeOrder("health",100,"Die");...
by WebsterX37
Sun Jul 08, 2007 11:09 pm
Forum: Level Design & Entity Usage
Topic: StaticEntityProxy and Usekey
Replies: 2
Views: 268

..did not find a way better then using an Attribute with a switch.act as actor (setting the Attribute to be triggered by UseKey), setting the Attribute to ReSpawn with 0.0 delay, setting the AtrributeAmount to 0, triggering a logicgate as FlipFlop, the logicgate then triggers a flipbook, any better ...