Search found 37 matches
- Mon Nov 03, 2008 3:52 pm
- Forum: Level Design & Entity Usage
- Topic: Swimming
- Replies: 5
- Views: 410
Re: Swimming
Thanks guys! IsInLiquid() works perfectly. I actually assigned my Liquid entity to the wrong world model is why I couldn't get it to work in the first place :| Does anyone know the answer to my second question? Why does the wavy effect in the Brush attributes tab not take effect on world models with...
- Mon Nov 03, 2008 3:12 pm
- Forum: Level Design & Entity Usage
- Topic: Swimming
- Replies: 5
- Views: 410
Re: Swimming
Thanks Jay. I used this command in my script in RF 076. It doesn't crash or return any errors, but it doesn't have any effect... here is how I have written it: if(IsInLiquid()) { AnimateBlend(SWIMIDLE,0.1); self.think="Swim"; } }] } Any suggestions? Does anyone know if rf076 supports this ...
- Thu Oct 30, 2008 1:20 pm
- Forum: RF Scripting
- Topic: Pawns attacking pawns
- Replies: 10
- Views: 1107
Re: Pawns attacking pawns
Sorry, I almost forgot! If you want to target the player, simply change in the SetTarget("enemy#") command in the newtarget order to SetTarget("Player").
- Thu Oct 30, 2008 1:15 pm
- Forum: RF Scripting
- Topic: Pawns attacking pawns
- Replies: 10
- Views: 1107
Re: Pawns attacking pawns
So basically, you are trying to create a pawn that switches to attacking different pawns and the player. I have a similar system in my game which I used for my scripted player as an auto targeting function. The way I did it however is a very long and sloppy, and I'm sure there is an easier way, but ...
- Tue Oct 28, 2008 2:03 pm
- Forum: Level Design & Entity Usage
- Topic: Swimming
- Replies: 5
- Views: 410
Swimming
Hi Guys. Two questions... a) Is there any way, to turn a world model, or level geometry into an entity with an entityname. I want my scripted player to go into the "swim" order when he collides with my water model using the GetFastDistance command. So far I have used a trigger entity and t...
- Thu Sep 25, 2008 3:42 pm
- Forum: Level Design & Entity Usage
- Topic: Elevator
- Replies: 8
- Views: 599
Re: Elevator
I am currently using RF 076. From what I gather from http://www.realityfactory.info/forum/vi ... f=2&t=1402, is that in RF076 there is a bug with moving platforms which causes this... Is there a way around this problem?
- Thu Sep 25, 2008 3:28 pm
- Forum: Level Design & Entity Usage
- Topic: Elevator
- Replies: 8
- Views: 599
Re: Elevator
For the MovingPlatform entity, I kept all of the fields to their defaults except I set bAllowInside to true and I selected the name of my elevator model under the Model field. The brush/model attributes are set to solid, with a transparency value of 155. I also added a cut brush to the model for a d...
- Thu Sep 25, 2008 3:06 pm
- Forum: Level Design & Entity Usage
- Topic: Elevator
- Replies: 8
- Views: 599
Re: Elevator
I already have, there's nothing in there that answers my question. Basically what my problem is, is that my elevator (cylinder brush) does not register proper collision with my scripted player. While it moves up, my pawn phases through the bottom of it, and eventually falls out....
- Thu Sep 25, 2008 1:17 pm
- Forum: Level Design & Entity Usage
- Topic: Elevator
- Replies: 8
- Views: 599
Elevator
Hi guys. I have created an elevator out of a Cylinder. I create the brush, set it's origin and animate it, attach a movingplatform entity to it, and everything works fine, except that when I enter it, it moves upwards, but does not take my pawn with it. I have fiddled with all of the different brush...
- Thu Jul 24, 2008 12:23 pm
- Forum: RF Scripting
- Topic: Transformations
- Replies: 2
- Views: 287
Transformations
Hi all, just a quick question. Is there a way of changing a pawn actor in game without changing the script or szEntityName. So sort of a transformation if you must. Currently, I am using a trigger which spawns another pawn and hides the current with a PawnRender(false); command. What my aim is, is t...
- Thu Jul 24, 2008 11:57 am
- Forum: Level Design & Entity Usage
- Topic: I think RF's Way Better,But...>>>
- Replies: 13
- Views: 951
Re: I think RF's Way Better,But...>>>
In order to set the attribute, go into your install folder, then open up "Player.ini", and simply add the attribute in there. For using a speed attribute, you don't want the lowest amount of your attribute to be 0, because then your player won't move at all unless his/her attribute is incr...
- Thu Jul 24, 2008 11:25 am
- Forum: Level Design & Entity Usage
- Topic: Level Size
- Replies: 3
- Views: 257
Re: Level Size
Cool guys, thanks for the tips. Later
- Wed Jul 23, 2008 2:54 pm
- Forum: Level Design & Entity Usage
- Topic: Level Size
- Replies: 3
- Views: 257
Level Size
Hi guys. Just wanna know, is there a way around RF's level size restriction? I have created a level at max size, and then duplicated it and put a cut brush between the two levels to join them. The level compiles with the two rooms, but when I add the cut brush, I get a "leak". I have also ...
- Wed Jul 23, 2008 2:12 pm
- Forum: Level Design & Entity Usage
- Topic: Changelevel question
- Replies: 3
- Views: 267
Re: Changelevel question
I can think of one or two ways to accomplish this, but at first thought they seem pretty messy. How would you recomend going about it?
- Wed Jul 23, 2008 1:58 pm
- Forum: Level Design & Entity Usage
- Topic: I think RF's Way Better,But...>>>
- Replies: 13
- Views: 951
Re: I think RF's Way Better,But...>>>
if you want to increase the speed of your actor gradually, why not use the attribute system. Just create an attribute which dictates the speed of your player, and while you hold the walk key, you set your attribute to modify every half a second or so. Eg: if(IsKeyDown(K_WALK)) { ANIM=StringCopy(WALK...