Search found 30 matches

by Ransom
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.
by Ransom
Fri Jun 29, 2007 8:49 am
Forum: RF Scripting
Topic: showmouse cmd not working
Replies: 2
Views: 205

Yep, I noticed the same thing.

Work-a-round...

Keep the mouse hidden and use ShowHudPicture with the X and Y set to the mouse's.

The HUD element being, of course, a picture of your pointer.
by Ransom
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...
by Ransom
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...
by Ransom
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...
by Ransom
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...
by Ransom
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...
by Ransom
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

Also, static meshes don't seem to respond to the spolight at all. I tried all combinations of calc-light, fill color, ambient color, etc... Here, virgil is placed as a static mesh. There is a static light above him because otherwise he'd just be all black.
by Ransom
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.
by Ransom
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

If you use for example the Xanibot3.act it works fine, if you use the proj.act it doesn't work.
That was it, I was using proj.act. Tried it with the xanibot and now it works. Thanks.
by Ransom
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...
by Ransom
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[() ...
by Ransom
Sun Apr 23, 2006 2:16 pm
Forum: RF Scripting
Topic: trigger a trigger when a pawn dies..
Replies: 2
Views: 582

This is in the docs...

SetEventState(TriggerName,State);

... TriggerName is what you name the triiger in the editor, State is true or false.
by Ransom
Sun Mar 26, 2006 11:54 pm
Forum: RF Scripting
Topic: DamageArea working?
Replies: 1
Views: 377

I think that might be broken, but you can use...

DamageAtBone(Amount,Offset,Attribute,Bone);

... which does pretty much the same thing.
by Ransom
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....