Search found 116 matches
- Wed Sep 24, 2008 9:24 pm
- Forum: Level Design & Entity Usage
- Topic: FarClipPlane
- Replies: 0
- Views: 2340
FarClipPlane
I have a level that uses both outdoor and indoor (underground) areas. The underground area is fairly large and I need the FarClipPlane for that area, but not for the outdoor area. Is there anyway to only use the farClipPlane in the underground area and not in the outdoor area. Or can it be turned of...
- Wed Sep 24, 2008 9:05 pm
- Forum: Modelers Corner
- Topic: My first attempt at modeling weapons
- Replies: 7
- Views: 549
Re: My first attempt at modeling weapons
When searching google for pictures of the M16 and the M4 I found that as fas a appearence is concerned they ar almost identicle.
- Wed Sep 24, 2008 1:28 pm
- Forum: Modelers Corner
- Topic: My first attempt at modeling weapons
- Replies: 7
- Views: 549
Re: My first attempt at modeling weapons
Well the model I looked at called an M16, since I know nothing about military weapons I assumed they were correct. So M4 it is LOL. The extra poly's were accident, and when I tried removing them it made holes in my model. so I left them with plans to remake parts of the model at a later time. The M1...
- Wed Sep 24, 2008 3:53 am
- Forum: Modelers Corner
- Topic: My first attempt at modeling weapons
- Replies: 7
- Views: 549
Re: My first attempt at modeling weapons
Here ya go.
- Tue Sep 23, 2008 10:44 pm
- Forum: Modelers Corner
- Topic: My first attempt at modeling weapons
- Replies: 7
- Views: 549
My first attempt at modeling weapons
This is my first attempt at realistic looking weapon modeling. I created an M16 and an M10 mini. These are my own creations, altho I did look at other models to see how the weapons actually looked. The models were created in Hexagon2 and Milkshape and textures with photoshop. http://hosted.filefront...
- Sat Sep 06, 2008 8:16 pm
- Forum: RF Scripting
- Topic: Some Help?
- Replies: 2
- Views: 266
Re: Some Help?
Use GetEventState(char *Trigger ); to check if a trigger is activated, can be called in either Low or HighLevel order. PlaySound(char *Sound ); is a LowLevel command.
if(GetEventState("trigger_name"))
{
PlaySound(sound_name);
}
if(GetEventState("trigger_name"))
{
PlaySound(sound_name);
}
- Sat Sep 06, 2008 4:42 am
- Forum: RF Scripting
- Topic: Making The Player Talk.
- Replies: 10
- Views: 3301
Re: Making The Player Talk.
Couldnt you use just one pawn and different orders for each sound you want played, depending on which trigger is activated? Or possibly even different if statements in the same order?
- Fri Sep 05, 2008 8:53 pm
- Forum: Level Design & Entity Usage
- Topic: My Buggy Level :D
- Replies: 18
- Views: 1576
Re: My Buggy Level :D
yes in my game the player has to accelerate and brake the vehicle using keys. im sure it could be done with scripting, try setting a varriable to store number of enimies, set the speed in your script, if(# of enimes > 0) { speed = whatever; } else { speed = 0; } to turn or periodically stop vehicle ...
- Fri Sep 05, 2008 7:22 pm
- Forum: Level Design & Entity Usage
- Topic: My Buggy Level :D
- Replies: 18
- Views: 1576
Re: My Buggy Level :D
here is a short video of my vehicle. you can see if it might be helpful.
http://www.youtube.com/watch?v=dY3QMfh0goE
http://www.youtube.com/watch?v=dY3QMfh0goE
- Fri Sep 05, 2008 2:22 am
- Forum: Level Design & Entity Usage
- Topic: My Buggy Level :D
- Replies: 18
- Views: 1576
Re: My Buggy Level :D
I used somethimg similar to this for a vehicle that ran on a track. It may not be exact i dont have the script in front of me SD [speed] ACC [acceleration] BRK [brakespeed] move_buggy[() //LowLevel { self.ThinkTime=0; CD=self.current_yaw; if(IsKeyDown(46)) //accelerate { if(SD <0) { SD=SD+ACC; walkm...
- Fri Sep 05, 2008 12:57 am
- Forum: Level Design & Entity Usage
- Topic: My Buggy Level :D
- Replies: 18
- Views: 1576
Re: My Buggy Level :D
metal_head im not sure what you want, but if you need your buggy to follow a path and turn at predifined points, I may be albe to help.
- Fri Aug 22, 2008 3:13 pm
- Forum: Level Design & Entity Usage
- Topic: Cant open Level
- Replies: 5
- Views: 232
Re: Cant open Level
No error at all. Just crashes and closes when I try to load the level.
- Fri Aug 22, 2008 5:17 am
- Forum: Level Design & Entity Usage
- Topic: Cant open Level
- Replies: 5
- Views: 232
Re: Cant open Level
Well It appears the bsp and map files are still ok. My game starts with one level then goes to second level. I can open level one and compile and it plays and switches levels ok. So I assume that the bsp and map files for level 2 are OK. Is there anyway I can rebuild the .3dt file from either of the...
- Thu Aug 21, 2008 4:01 pm
- Forum: Level Design & Entity Usage
- Topic: Cant open Level
- Replies: 5
- Views: 232
Re: Cant open Level
Here is the hud.ini ; ; HUD.INI - Heads-Up Display Configuration File ; ; Lines that start with a SEMICOLON are comments, blank lines are ignored [compass] frame = hud\hud_compassfrm.bmp framealpha = hud\a_hud_compassfrm.bmp indicator = hud\hud_compass.bmp indicatoralpha = hud\a_hud_compass.bmp fram...
- Thu Aug 21, 2008 4:51 am
- Forum: Level Design & Entity Usage
- Topic: Cant open Level
- Replies: 5
- Views: 232
Cant open Level
I have a level I been working on for quiet a while. I tried to open the level in rfedit and rf crashes. I had opened the level a few hours earlier and all was fine. My log file is included, notice the warning *WARNING* OpenRFFile: file open attempt failed on type '2', file 'media\video\media\video\s...