Search found 75 matches
- 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...
- 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!
If she's thinking this thing, then would she really be innocent?ardentcrest wrote:That is not a nice thing for a young innocent girl to be thinking
- 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!
Heh. My mind is like an open book. Most people ignore it.zany_001 wrote:AND,I can reas your mind.
- 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.
- 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.
- 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);...
- 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.
- 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...
- 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 ...
- 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[() ...
- 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...
- 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;
}]
- 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.
- 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.
The "@" is Simkin's indirection operator. It let's you use a variable like a pointer. "@CHAT_PAWN" is interpreted literally as "Pawn1.Value".
Code: Select all
CHAT_PAWN [Pawn1]
DoChatThingy[()
{
@CHAT_PAWN.Value = "ABC";
}]
- 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?