Search found 75 matches

by Graywolf
Sat Aug 02, 2008 11:19 pm
Forum: RF Scripting
Topic: Get values of other pawns through simkin command?
Replies: 17
Views: 2224

Re: Get values of other pawns through simkin command?

There is also a built-in field for trees(arrays), called "numChildren", which gives you just that. { Array { thing1 [0] thing2 [1] thing3 [2] thing4 [3] } LoopThroughArray[() { for index = 0 to Array.numChildren - 1 { debug(Array[index]); } } } In this case numChildren = 4. We have to subt...
by Graywolf
Fri Aug 01, 2008 10:39 pm
Forum: General Discussions
Topic: Noob Alert! Bring the torches and pitchforks!
Replies: 72
Views: 7875

Re: Noob Alert! Bring the torches and pitchforks!

ardentcrest wrote:That is not a nice thing for a young innocent girl to be thinking :shock: :twisted:
If she's thinking this thing, then would she really be innocent?
by Graywolf
Fri Aug 01, 2008 10:37 pm
Forum: General Discussions
Topic: Noob Alert! Bring the torches and pitchforks!
Replies: 72
Views: 7875

Re: Noob Alert! Bring the torches and pitchforks!

zany_001 wrote:AND,I can reas your mind.
Heh. My mind is like an open book. Most people ignore it.
by Graywolf
Fri Aug 01, 2008 7:13 pm
Forum: RF Scripting
Topic: Time and pushing the keys
Replies: 25
Views: 2302

Re: Time and pushing the keys

What I mean is, I use different installs for each project. The stripped copy just installs the necessary defaults, similar to a repair function. That way, I can keep my resources in place, and my disk space doesn't get devoured by countless copies of demos and default media.
by Graywolf
Fri Aug 01, 2008 6:56 pm
Forum: RF Scripting
Topic: Time and pushing the keys
Replies: 25
Views: 2302

Re: Time and pushing the keys

I use multiple, stripped installations. Basically, I make a copy of a fresh installation, without all the demo stuff. I then use that copy to setup a new system, or reinstall a previous one. Saves disk space and headaches.
by Graywolf
Fri Aug 01, 2008 6:33 pm
Forum: RF Scripting
Topic: Get values of other pawns through simkin command?
Replies: 17
Views: 2224

Re: Get values of other pawns through simkin command?

Yes, both are possible. I think the only real limitation is that it's a single level of inderection(can't use ITEM="Items.Weapons" successfully, sadly... In other words, no pointer-to-member. :shock: ) Also... ProcessItem[ (ITEM) { for each IT in @ITEM { debug(IT.label#" = "#IT);...
by Graywolf
Fri Aug 01, 2008 6:13 pm
Forum: RF Scripting
Topic: Time and pushing the keys
Replies: 25
Views: 2302

Re: Time and pushing the keys

It worked for me, no problem. So, at this point, I have no clue.
by Graywolf
Fri Aug 01, 2008 4:32 am
Forum: RF Scripting
Topic: Proposal: New generic scripted player
Replies: 9
Views: 1016

Re: Proposal: New generic scripted player

And,i vote the script to be for 3rd person,suitable for melee and ranged weapons. Well, my own concept reference is the modern Zelda character. That needs support for first-person weapon usage also. So, fps style support comes along with that. It's simply a matter of having proper configurable sett...
by Graywolf
Fri Aug 01, 2008 2:57 am
Forum: Modelers Corner
Topic: Blender Exporter 0.2 alpha release
Replies: 17
Views: 4340

Re: Blender Exporter 0.2 alpha release

I can't make any promises as to when, but it hopefully won't be too long. I've been short on spare time(side effect of real life rearing it's ugly head and DEMANDING my attention...) I've also got an RF community release on my plate, and a few other things. But, it's on the to-do-pretty-soon list(I ...
by Graywolf
Thu Jul 31, 2008 5:16 pm
Forum: Programming
Topic: RFSX Library
Replies: 4
Views: 3015

Re: RFSX Library

I recently became fixated on the concept of adding function and variables to Simkin at global scope. To help in understanding the what and why of this, I'll give an example. If a user writes a pawn script like this(pseudo-code, of course): { Inventory { Show[() { DrawHudImage(etc...); }] } Spawn[() ...
by Graywolf
Thu Jul 31, 2008 2:52 pm
Forum: RF Scripting
Topic: Get values of other pawns through simkin command?
Replies: 17
Views: 2224

Re: Get values of other pawns through simkin command?

Okay... Sorry, that was a little sparse. And, I just double-checked, the label isn't set properly for pawns... The label gives you the name of the object in Simkin. In other words, the word you need for "@", in case you don't have it(like passing an object as a parameter... Or, when the ob...
by Graywolf
Thu Jul 31, 2008 2:39 pm
Forum: RF Scripting
Topic: Get values of other pawns through simkin command?
Replies: 17
Views: 2224

Re: Get values of other pawns through simkin command?

This can be combined with the built-in field "label" to great effect, such as:

Code: Select all


SetChatPawn[(thePawn)
{
	CHAT_PAWN = thePawn.label;
}]
by Graywolf
Thu Jul 31, 2008 2:27 pm
Forum: RF Scripting
Topic: Get values of other pawns through simkin command?
Replies: 17
Views: 2224

Re: Get values of other pawns through simkin command?

Hey, I was happy to help. That little "gem" is hidden under the obscure topic of "Scope" in the docs.
by Graywolf
Thu Jul 31, 2008 2:09 pm
Forum: RF Scripting
Topic: Get values of other pawns through simkin command?
Replies: 17
Views: 2224

Re: Get values of other pawns through simkin command?

I think this should give you what you need.

Code: Select all

CHAT_PAWN [Pawn1]

DoChatThingy[()
{

	@CHAT_PAWN.Value = "ABC";

}]
The "@" is Simkin's indirection operator. It let's you use a variable like a pointer. "@CHAT_PAWN" is interpreted literally as "Pawn1.Value".
by Graywolf
Thu Jul 31, 2008 1:42 am
Forum: Game Designs
Topic: (wip)Twist of the Moon
Replies: 77
Views: 8279

Re: (wip)Twist of the Moon

Nice work. Can't wait to see the texturing. Just out of curiosity, how many polys?