That sounds great.
Did you script it so that the original pawn is replaced by a broken version, or does it completely disappear in the explosion?
Maybe you could upload a video clip and show us what it looks like.
Search found 57 matches
- Thu Jun 18, 2009 3:45 pm
- Forum: Level Design & Entity Usage
- Topic: Explosive Barrels?
- Replies: 3
- Views: 466
- Sat Jun 13, 2009 12:24 am
- Forum: Level Design & Entity Usage
- Topic: Explosive Barrels?
- Replies: 3
- Views: 466
Re: Explosive Barrels?
I thought the destroyable model entity would do this, but it only works with world models. Maybe you could use a material switch (with transparency) to create a destroyed look.
You could add some effects to the explosion to make it look like pieces of the barrel are flying off.
You could add some effects to the explosion to make it look like pieces of the barrel are flying off.
- Fri Jun 12, 2009 6:29 pm
- Forum: Level Design & Entity Usage
- Topic: Multi Figure Animations?
- Replies: 4
- Views: 500
Re: Multi Figure Animations?
That's an interesting idea. I'm going to try something like that with a horsedrawn cab. There's no reason for the horse to be a separate pawn, but it would be good if I could make the driver jump down from his seat and run after non-paying customers. That way I could use other mot files that I've ma...
- Thu Jun 11, 2009 10:18 pm
- Forum: RF Scripting
- Topic: Switching player actor in game?
- Replies: 6
- Views: 816
Re: Switching player actor in game?
Wow, It worked. Thanks so much for your help.
I tried it with an NPC pawn, and it disappeared to be replaced with the other one. Have not yet tried it with the scripted player. I've got to fix the view angle first, as there is no third person viewable.
I tried it with an NPC pawn, and it disappeared to be replaced with the other one. Have not yet tried it with the scripted player. I've got to fix the view angle first, as there is no third person viewable.
- Thu Jun 11, 2009 5:11 pm
- Forum: RF Scripting
- Topic: Switching player actor in game?
- Replies: 6
- Views: 816
Re: Switching player actor in game?
Hmm, I tried this and now the pawn is not showing up. Can anyone tell me if there is something wrong with my script. It is just a patrol script with Juutis' addition added on. { start[ () { Console(true); PlayAnimation("Idle", true, ""); Delay("Idle", 3, ""); RotateMoveToPoint("Walk", 50, 20, true, ...
- Wed Jun 10, 2009 5:12 pm
- Forum: Level Design & Entity Usage
- Topic: Pawns with add-ons
- Replies: 8
- Views: 718
Re: Pawns with add-ons
Has anyone successfully used AttachAccessory in a script? I've noticed that there is a jacket or helmet or something in one of the demos, when viewing it in RFEdit, but I can never find it in the demo. Maybe Rob Ot is wearing it. If you have go this to work, I would really appreciate it if you could...
- Wed Jun 10, 2009 4:26 pm
- Forum: RF Scripting
- Topic: Switching player actor in game?
- Replies: 6
- Views: 816
Re: Switching player actor in game?
Well I've got a scripted player to work using a modified genericplayer.s. I'll put two pawns in the level: one for the original player and one for the new one. Maybe for the 'checkpoint' I could use a trigger entity attached to an invisible brush, so that when a player touches it the transformation ...
- Tue Jun 09, 2009 11:58 pm
- Forum: Game Designs
- Topic: Jay's game thread (The Towers of Trembolon)
- Replies: 131
- Views: 19502
Re: Jay's game thread (The Towers of Trembolon)
Jay,
your game looks great from the screenshots. The link doesn't work though, anychance of you reuploading it so the rest of us can see what scripting can do?
your game looks great from the screenshots. The link doesn't work though, anychance of you reuploading it so the rest of us can see what scripting can do?
- Tue Jun 09, 2009 11:27 pm
- Forum: Level Design & Entity Usage
- Topic: Movie Levels (Are They Even Possible)
- Replies: 15
- Views: 1241
Re: Movie Levels (Are They Even Possible)
I've never made a movie level before, and have been reading through these posts to see if I can figure it out. Essentially, I want to make a 3D character selection level, where there are a bunch of characters standing around in a small room. By selecting a character with a cursor and clicking (or pr...
- Wed May 27, 2009 10:58 pm
- Forum: Level Design & Entity Usage
- Topic: Have you got this problem?
- Replies: 6
- Views: 511
Re: Have you got this problem?
Moving Platform works for me. When the player walks on it, it starts. You could get it to run automatically by checking bAutoStart to True.
I'm not using a trigger entity, so maybe that is causing the problem.
Here are my settings:
I'm not using a trigger entity, so maybe that is causing the problem.
Here are my settings:
- Wed May 13, 2009 4:53 pm
- Forum: General Discussions
- Topic: Comparing RF to other game creation software
- Replies: 2
- Views: 486
Re: Comparing RF to other game creation software
Thanks,
NeoAxis looks cool. I am checking it out.
I'm sure it demands more scripting than RF does, but it supports ragdoll physics and a lot of other cool features, and it seems like a long wait until RF2 is released.
NeoAxis looks cool. I am checking it out.
I'm sure it demands more scripting than RF does, but it supports ragdoll physics and a lot of other cool features, and it seems like a long wait until RF2 is released.
- Wed May 13, 2009 4:43 pm
- Forum: RF Scripting
- Topic: NPC conversations
- Replies: 1
- Views: 262
NPC conversations
I know how to make pawns engage in conversation, when the Use button is pressed, but how would I go about making NPCs talk to each other irrespective of the Player? I'm working on a RPG, and I want the player to find out information by eavesdropping and accidentally getting clues from NPC conversati...
- Wed May 13, 2009 3:44 pm
- Forum: General Discussions
- Topic: Comparing RF to other game creation software
- Replies: 2
- Views: 486
Comparing RF to other game creation software
I love RF, but I have been finding the limitations of it restricting lately. Mainly in terms of ragdoll physics, hi res textures, level sizes and multiplayer. Does anyone have experience working with similiar software such as Realm crafter, Gamestudio and gamemaker. I have read up a little on these ...
- Wed May 13, 2009 3:33 pm
- Forum: RF Scripting
- Topic: Icons for actions etc
- Replies: 4
- Views: 692
Re: Icons for actions etc
Can it be done, by checking if the player is within a certain texel range, or if the crosshairs are on the NPC or object?
I'm not sure what this would look like in a script. It would be nice to see how this works in an RF demo. Does anyone have this working?
I'm not sure what this would look like in a script. It would be nice to see how this works in an RF demo. Does anyone have this working?
- Wed May 13, 2009 4:44 am
- Forum: RF Scripting
- Topic: Icons for actions etc
- Replies: 4
- Views: 692
Icons for actions etc
Does anyone know if its possible to make icons appear, when a player character approaches a door, or an NPC prior to initiating a conversation? I had this idea to have multiple icons appear, so that a player can decide what they want to do - open a door, or lock it. Or speak to somebody or kidnap th...