Search found 37 matches
- Wed Jul 23, 2008 11:37 am
- Forum: RF Scripting
- Topic: Transformation?
- Replies: 2
- Views: 228
Re: Transformation?
Ok, i understand what your trying to achieve, just a little confused with how you wrote it, so bear with me. There's a couple of ways this can be achieved, but since my understanding of scripting is more or less intermediate as opposed to advanced, I will try and give you a way that makes sense to b...
- Mon Nov 12, 2007 9:51 pm
- Forum: RF Scripting
- Topic: Help with HUD
- Replies: 5
- Views: 228
Oh, Ok... Didn't realise that would make a differences. Tried it, and it works fine. Sorry for lack of patience, don't get much time to work on my game. All my time gets taken up by my pregnant wife and work. Thanks alot for da help guys. By the way, do you guys have any idea why I keep getting an e...
- Mon Nov 12, 2007 1:13 pm
- Forum: RF Scripting
- Topic: Help with HUD
- Replies: 5
- Views: 228
Help with HUD
Hi guys, trying to get a a working health bar for my player pawn. Sorry for the repost, but doesn't like anyone's reading or responding to my older thread anymore. I took Juutis's advice and used the built in players health bar. I sinchronised the player pawn and built in players health with the fol...
- Sun Nov 11, 2007 10:16 pm
- Forum: RF Scripting
- Topic: Attributes
- Replies: 3
- Views: 183
- Wed Nov 07, 2007 1:59 pm
- Forum: RF Scripting
- Topic: Attributes
- Replies: 3
- Views: 183
- Wed Nov 07, 2007 1:19 pm
- Forum: RF Scripting
- Topic: Attributes
- Replies: 3
- Views: 183
Attributes
Hi guys, got two possibly stupid questions for yous: 1) How do I get a health metre going for a player pawn. I read the tutorials, but I can't really determine the exact process. 2) I would like to add an experience attribute to my player pawn, but so far I've had no luck. I've tried to use the AddA...
- Wed Nov 07, 2007 12:13 pm
- Forum: RF Scripting
- Topic: DragonBall Z
- Replies: 7
- Views: 494
- Mon Nov 05, 2007 4:03 pm
- Forum: RF Scripting
- Topic: DragonBall Z
- Replies: 7
- Views: 494
- Mon Nov 05, 2007 2:59 pm
- Forum: RF Scripting
- Topic: DragonBall Z
- Replies: 7
- Views: 494
- Mon Nov 05, 2007 1:30 pm
- Forum: RF Scripting
- Topic: DragonBall Z
- Replies: 7
- Views: 494
DragonBall Z
Hi guys, I'm in the process of making a DBZ game and got a couple issues which I really need help with: 1) Is there any way to make a pawn react with a projectile in different ways. E.G knock it away or catch it? I have sort of achieved this by creating a projectile pawn which spawns on a trigger, b...
- Tue Jun 05, 2007 4:04 pm
- Forum: RF Scripting
- Topic: Scripted Player Pawn Aiming help needed
- Replies: 4
- Views: 236
- Mon Jun 04, 2007 4:32 pm
- Forum: RF Scripting
- Topic: Scripted Player Pawn Aiming help needed
- Replies: 4
- Views: 236
Scripted Player Pawn Aiming help needed
Sup guys, I have two questions: 1) How do I enable my player pawn to fire projectiles in the direction of the mouse crosshair? I've tried the LowLevel, "MouseControlledPlayer(true);", command in my pawn's setup, but it does nothing (I assume this command refers to the built in player). 2) ...
- Fri Jun 01, 2007 4:42 pm
- Forum: RF Scripting
- Topic: Pawn Weapons
- Replies: 1
- Views: 165
Pawn Weapons
Sup guys, sorry for the double post, forgot to add this question to the last one. How do I get my player pawn (genericplayer) to have a weapon and pick up or have multiple wepons? I've added my weapon model to the "SetWeapon" command in Spawn Order, but still no weapon.... I've searched th...
- Fri Jun 01, 2007 4:18 pm
- Forum: RF Scripting
- Topic: Mouse Key
- Replies: 1
- Views: 123
Mouse Key
Sup guys, was wondering if anyone knows the numerical value for left and right mouse keys. I have all of the keyboard values.
Thanks
Thanks
- Tue May 29, 2007 9:50 am
- Forum: RF Scripting
- Topic: Collision
- Replies: 1
- Views: 113
Collision
Sup guys, I have three questions: 1) Is there is a script command which detects collision on a bone level between two actors or entities? For example: If pawn1's, "Bip 01 R Hand," colides with pawn2's, "Bip 01 Head," then a new order is executed from either pawn. 2) I would also ...