Search found 30 matches
- Sat Feb 02, 2008 5:09 am
- Forum: RF Scripting
- Topic: scripted player not working?
- Replies: 7
- Views: 302
Re: scripted player not working?
Place the PlayerStart entity inside an area your scripted player will never get to; eg, a small hidden room behind a wall. That will keep the default player from interfering with your scripted one in anyway.
- Fri Jun 29, 2007 8:49 am
- Forum: RF Scripting
- Topic: showmouse cmd not working
- Replies: 2
- Views: 205
- Fri Jun 29, 2007 8:25 am
- Forum: Feature Requests
- Topic: Nevermind... Further The Force
- Replies: 0
- Views: 576
Nevermind... Further The Force
T'would be nice if the Force commands had an extra option (boolean) to use the rotation of the pawn running the script, and not the rotation of the actor being affected. I haven't had any luck finding a work-a-round. //EDIT Nevermind :roll: Found this... new script commands: PushActor(char* szEntity...
- Sat Jan 20, 2007 3:07 pm
- Forum: RF Scripting
- Topic: low level move command
- Replies: 9
- Views: 576
Just to make this more clear, MOVESPEED in Juutis' example is a variable you set for the speed you want the pawn to move at, not a command, which must be declared at the top of your script. For example... MOVESPEED [0] and it could really be called anything you want... CRUNCHBERRY [0] followed by wa...
- Sun Aug 13, 2006 11:46 am
- Forum: General Discussions
- Topic: enemy possesion script thread.
- Replies: 48
- Views: 3132
Yes, this is all possible. Use the command SwitchView(int View) to change from 3rd to first person and back. I would make the possesed guard(s) the 1st person player and use PlayerToPosition(float OffsetX, float OffsetY, float OffsetZ, bool Flag ) to move the guard (1st person player) where he needs...
- Tue Aug 01, 2006 11:19 pm
- Forum: RF Scripting
- Topic: Modifiying pawns variables from another pawn?
- Replies: 14
- Views: 872
DIT3: It's not getting better. I don't know why this is all this strange, but i am getting totally wrong numbers when i use the GetAttribute() command on pawns! Juutis and I discussed this months ago. The Get/Set/AddAttribute commands do not work... sucks... I know. But I would assume that the fact...
- Mon Jul 31, 2006 10:38 pm
- Forum: Feature Requests
- Topic: self.IsFalling Priority
- Replies: 4
- Views: 642
I had difficulting getting smooth results with self.IsFalling as well. But I think the problem is not how often the command is updated, but rather what is considered "falling" or not. Try placing a - if(self.IsFalling) = do whatever - command in your character's walk cycle, you'll find the pawn "fal...
- Sat Jul 29, 2006 10:45 am
- Forum: RF Scripting
- Topic: Perfectly functioning Flashlight in RF for those who want it
- Replies: 35
- Views: 11663
- Sat Jul 29, 2006 10:39 am
- Forum: RF Scripting
- Topic: Perfectly functioning Flashlight in RF for those who want it
- Replies: 35
- Views: 11663
FlashLight - lighting for actors
When the spotlight is triggered, it illuminates all pawns and SEPs on the screen, regardless if they fall within it's arc or not.
- Fri Jul 28, 2006 6:54 pm
- Forum: RF Scripting
- Topic: Perfectly functioning Flashlight in RF for those who want it
- Replies: 35
- Views: 11663
- Fri Jul 28, 2006 8:30 am
- Forum: RF Scripting
- Topic: Perfectly functioning Flashlight in RF for those who want it
- Replies: 35
- Views: 11663
I should add that using debug(self.current_pitch) reveals that the flashlight actor is in fact changing its pitch, but the attached D-light's pitch won't rotate with it. Horizontally, the light rotates fine, but vertically, it's as if the pitch of dynamic lights cannot be dynamically altered... ? Si...
- Fri Jul 28, 2006 7:56 am
- Forum: RF Scripting
- Topic: Perfectly functioning Flashlight in RF for those who want it
- Replies: 35
- Views: 11663
I can't get the light to move vertically either. I tried both the dynamic light and the dSpotLight... { Spawn[() { Console(true); Gravity(false); LowLevel("Setup"); }] Setup[() { SetNoCollision(); PawnRender(false); self.yaw_speed=100000; self.pitch_speed=100000; self.think="ShineOn"; }] ShineOn[() ...
- Sun Apr 23, 2006 2:16 pm
- Forum: RF Scripting
- Topic: trigger a trigger when a pawn dies..
- Replies: 2
- Views: 582
- Sun Mar 26, 2006 11:54 pm
- Forum: RF Scripting
- Topic: DamageArea working?
- Replies: 1
- Views: 377
- Tue Feb 28, 2006 1:28 pm
- Forum: RF Scripting
- Topic: Has anybody figured out that pawn multiAtttributeCheck thing
- Replies: 33
- Views: 3065
is there any way for a pawn to change another pawn's variables? In this post http://forum.realityfactory.info/viewtopic.php?t=148&start=0 Pickels wrote As of the new RF you can completely avoid the attributre system and use the new simkin features to do some SERIOUS data manipulation between pawns....