Search found 1511 matches

by Juutis
Sun Mar 19, 2006 9:42 am
Forum: Level Design & Entity Usage
Topic: Teleporters
Replies: 7
Views: 451

Ok, so... if you want to attach an entity (the teleporter in this case) to a model you have to make the model first (naturally :P). In the command panel (the panel where you can choose what shape of brush you want to insert to the level) there's a tab called "Models". Select it. Now... sel...
by Juutis
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...
by Juutis
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

RealityFactory supports player character selection. All the different player characters can be defined in the install/character.ini file. The definitions for those two characters (the grey and red shirted) should be there and both should have a line "startlevel = ...". That line sets the s...
by Juutis
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....
by Juutis
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...
by Juutis
Tue Feb 28, 2006 2:37 pm
Forum: RF Scripting
Topic: Has anybody figured out that pawn multiAtttributeCheck thing
Replies: 33
Views: 3139

Ok, I really got excited about this thing and now I'm planning to start building the PERFECT (enemy)pawn. :wink:

I haven't gotten that variable manipulating to work either... A shame, it would be very useful.
by Juutis
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...
by Juutis
Mon Feb 27, 2006 5:53 pm
Forum: RF Scripting
Topic: Has anybody figured out that pawn multiAtttributeCheck thing
Replies: 33
Views: 3139

Yes it worked... I used virgil.act when testing it so maybe you should test with it too.

By the way make sure you enter the HEADBONE correctly.
by Juutis
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...
by Juutis
Sun Feb 26, 2006 11:08 am
Forum: General Discussions
Topic: RPG Games
Replies: 8
Views: 655

Yeah but if I save my attributes using the SaveAttributes() command, is it possible to load them from that .txt file later in the game?
by Juutis
Sun Feb 26, 2006 11:01 am
Forum: RF Scripting
Topic: Has anybody figured out that pawn multiAtttributeCheck thing
Replies: 33
Views: 3139

I totally agree to that HighLevel/LowLevel jumping... in fact I would make my scripts completely lowlevel if there was a way to effectively acquire targets in lowlevel.

I'm still looking for a way to do that and any suggestions will be appreciated. :)
by Juutis
Sat Feb 25, 2006 7:14 pm
Forum: General Discussions
Topic: RPG Games
Replies: 8
Views: 655

A little off-topic question...
- Saving and loading attributes
Do you mean the script command SaveAttributes()? If so, how can the attributes be loaded from a .txt file?

Thanks in advance.
by Juutis
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 ...
by Juutis
Thu Feb 23, 2006 6:06 pm
Forum: Level Design & Entity Usage
Topic: Gettin' Started
Replies: 3
Views: 419

You should try downloadinging Dan Valeo's "Making 3D Games with Reality Factory" -book from http://www.realityfactory.info/cms/index.php/download/reality-factory/category/2-documentation . It's pretty old and doesn't have information about the new features but it's a good guide to start wi...
by Juutis
Thu Feb 23, 2006 2:01 pm
Forum: RF Scripting
Topic: Has anybody figured out that pawn multiAtttributeCheck thing
Replies: 33
Views: 3139

Oh right... I'm not sure about this but I think that line "HighLevel("Idle");" in the order IdleCheckHeadshot2 isn't needed. I'm not very good at this error finding stuff and usually my way of dealing with them is trial and error. :) Try removing some lines that could cause the p...