Search found 1511 matches
- Sun Mar 19, 2006 9:42 am
- Forum: Level Design & Entity Usage
- Topic: Teleporters
- Replies: 7
- Views: 451
- Thu Mar 16, 2006 1:55 pm
- Forum: RF Scripting
- Topic: Flying Player
- Replies: 11
- Views: 969
If you really are new to scripting I would suggest you to get some knowledge and experience before trying an attempt like that. :) But if you really want want to do it... I guess the best way to start such a thing is the movement of the flying thingie. You would have to check what button(s) are pres...
- Wed Mar 15, 2006 2:47 pm
- Forum: Level Design & Entity Usage
- Topic: How do I Get rid of the demo game?
- Replies: 2
- Views: 286
- Wed Mar 15, 2006 2:38 pm
- Forum: Level Design & Entity Usage
- Topic: build game malfuntion
- Replies: 10
- Views: 536
By the way, when I started with RealityFactory a couple of years ago I was just as clueless as you. :D It took me a long time to get the idea that you just have to replace and modify the files that come with RealityFactory. That time I wasn't aware of these forums and man, it really was frustrating....
- Tue Mar 14, 2006 11:59 am
- Forum: Level Design & Entity Usage
- Topic: build game malfuntion
- Replies: 10
- Views: 536
Hike1 wrote: Realityfactory.exe is the built game, you don't have to build any .exe's. Now, what part of this you didn't understand? :D RealityFactory.exe really is the stand alone game and you don't have to compile anything. (Exept if you modify the source code) If you create a game with Realityfac...
- Tue Feb 28, 2006 2:37 pm
- Forum: RF Scripting
- Topic: Has anybody figured out that pawn multiAtttributeCheck thing
- Replies: 33
- Views: 3139
- Tue Feb 28, 2006 11:49 am
- Forum: RF Scripting
- Topic: Has anybody figured out that pawn multiAtttributeCheck thing
- Replies: 33
- Views: 3139
Hmm... it's not that complicated after all. :D Man, there's some really cool things that could be done with this. For example pawns could actually check if there's friendly pawns nearby and work as a team. :P By the way... is there any way for a pawn to change another pawn's variables? Like EntityNa...
- Mon Feb 27, 2006 5:53 pm
- Forum: RF Scripting
- Topic: Has anybody figured out that pawn multiAtttributeCheck thing
- Replies: 33
- Views: 3139
- Mon Feb 27, 2006 4:08 pm
- Forum: RF Scripting
- Topic: Has anybody figured out that pawn multiAtttributeCheck thing
- Replies: 33
- Views: 3139
Yeah.. it would be easy if I had only the player and enemy pawns in my game but since I have ally pawns too it would become pretty complicated. Now if I understood this it would be pretty much like this: 1) Use TraceToActor to scan for nearby pawns (that are in field of view) 2) If there is a pawn n...
- Sun Feb 26, 2006 11:08 am
- Forum: General Discussions
- Topic: RPG Games
- Replies: 8
- Views: 655
- Sun Feb 26, 2006 11:01 am
- Forum: RF Scripting
- Topic: Has anybody figured out that pawn multiAtttributeCheck thing
- Replies: 33
- Views: 3139
- Sat Feb 25, 2006 7:14 pm
- Forum: General Discussions
- Topic: RPG Games
- Replies: 8
- Views: 655
- Sat Feb 25, 2006 4:21 pm
- Forum: RF Scripting
- Topic: Has anybody figured out that pawn multiAtttributeCheck thing
- Replies: 33
- Views: 3139
Hmm... that physics thing might cause some problems... I'm not sure though, maybe these physics-experts could give us more info. :wink: Anyway I fixed that script of yours and added some stuff. The biggest new thing is that now the player can loot the pawn after killing it. Note that LOOTWEAPON and ...
- Thu Feb 23, 2006 6:06 pm
- Forum: Level Design & Entity Usage
- Topic: Gettin' Started
- Replies: 3
- Views: 419
- Thu Feb 23, 2006 2:01 pm
- Forum: RF Scripting
- Topic: Has anybody figured out that pawn multiAtttributeCheck thing
- Replies: 33
- Views: 3139