Search found 57 matches
- Fri Apr 17, 2009 3:03 am
- Forum: Game Designs
- Topic: SW universe type game
- Replies: 3
- Views: 731
SW universe type game
I really want to make a star wars universe type game with lightsabers, blasters etc. I've seen battlefront screenshots, and am thinking about making it a little more like an RPG than a shooter (or at least a shooter with RPG elements). The question is, If I'm just doing this for myself, and perhaps ...
- Fri Apr 17, 2009 1:55 am
- Forum: Level Design & Entity Usage
- Topic: No Sound! Help
- Replies: 3
- Views: 318
Re: No Sound! Help
Hmm. I figured it out. I must have turned the sound off when I was demoing RF, and my computer must have remembered, so I just switched to the volume mixer and clicked on the RF slider to give me sound again, while I had the demo running. Turns out to not even be an RF problem, so feel free to delet...
- Wed Apr 15, 2009 5:23 am
- Forum: Level Design & Entity Usage
- Topic: Making Projectiles Like This:
- Replies: 11
- Views: 827
Re: Making Projectiles Like This:
I know this is kind of an old thread, but I have been struggling with something similiar, and wondering if anybody has a solution. I am trying to create the appearance of a laserbolt projectile like in star wars. I tried this first with a projectile shaped like a bolt and attaching a light effect to...
- Sat Apr 11, 2009 12:25 am
- Forum: RF Scripting
- Topic: Triggering Animations?
- Replies: 2
- Views: 241
Re: Triggering Animations?
So I guess it can only be done with a scripted player. Looks like I've got some learning to do.
Thanks for the help
Thanks for the help
- Fri Apr 10, 2009 1:03 am
- Forum: Level Design & Entity Usage
- Topic: No Sound! Help
- Replies: 3
- Views: 318
Re: No Sound! Help
I tried that. The sound is turned up.
It must be something else.
It must be something else.
- Thu Apr 09, 2009 7:15 pm
- Forum: Level Design & Entity Usage
- Topic: No Sound! Help
- Replies: 3
- Views: 318
No Sound! Help
Hello,
This has got to be the worst newbie question ever. I somehow switched off the sound for my RF project and cannot figure out how to switch it back on.
Is audio defined in one of the .ini files, or is it even simpler than that?
This has got to be the worst newbie question ever. I somehow switched off the sound for my RF project and cannot figure out how to switch it back on.
Is audio defined in one of the .ini files, or is it even simpler than that?
- Thu Apr 09, 2009 7:05 pm
- Forum: Level Design & Entity Usage
- Topic: Star wars blast type projectile
- Replies: 18
- Views: 1090
Re: Star wars blast type projectile
I tried using an actor spray effect, but for some reason it didn't work and it crashed the demo. I know this is a bit more complex than a standard spray, but I want the projectile to look three dimension (it is a long bolt of light) rather than flat. Does anyone have a working effect.ini entry that ...
- Thu Apr 09, 2009 7:00 pm
- Forum: RF Scripting
- Topic: Triggering Animations?
- Replies: 2
- Views: 241
Triggering Animations?
Can anybody tell me how I would go about triggering animations. For example, to make a player wind a crank when the use button is selected or to animate them to make them turn the pages of a book? I know how to animate the opening of doors in RF, my question is how can I trigger a player (or a pawn)...
- Tue Apr 07, 2009 2:57 am
- Forum: Game Designs
- Topic: [CLOSED] Metal Force [CLOSED]
- Replies: 197
- Views: 20305
Re: Metal Force
That was awesome.
Did you make your laserbolts by applying effects to the projectile?
I am trying to make something more like a star wars blaster bolt and am having very little success.
Did you make your laserbolts by applying effects to the projectile?
I am trying to make something more like a star wars blaster bolt and am having very little success.
- Mon Mar 30, 2009 4:40 pm
- Forum: Level Design & Entity Usage
- Topic: Star wars blast type projectile
- Replies: 18
- Views: 1090
Star wars blast type projectile
Anyone have any ideas about how I could create a star wars blaster type bolt?
Have tried attaching a bolt, light and a corona effect to a projectile. The results are pretty random and unsatisfactory. I think I want to keep the geometry visible, but have it give off an intense glow.
Have tried attaching a bolt, light and a corona effect to a projectile. The results are pretty random and unsatisfactory. I think I want to keep the geometry visible, but have it give off an intense glow.
- Wed Mar 25, 2009 3:07 pm
- Forum: Modelers Corner
- Topic: Weapon Animations
- Replies: 1
- Views: 335
Re: Weapon Animations
The link seems to be dead, but no doubt you have solved this problem by now.
- Sun Mar 22, 2009 12:23 am
- Forum: Level Design & Entity Usage
- Topic: Multi Figure Animations?
- Replies: 4
- Views: 501
Re: Multi Figure Animations?
Thanks for all your help. I have a few more questions:
Is there an entity that can switch actors, or can it only be done by scripting?
Which command actually switches the actors?
Thanks
Is there an entity that can switch actors, or can it only be done by scripting?
Which command actually switches the actors?
Thanks
- Tue Mar 17, 2009 4:48 pm
- Forum: Level Design & Entity Usage
- Topic: Problem with Melee Animations
- Replies: 4
- Views: 346
Re: Problem with Melee Animations
Thanks for that.
I got the animations to work, except Idle. I'm going to remake the .mots and try again. They show up in Actview, and I know I typed the name right.
I got the animations to work, except Idle. I'm going to remake the .mots and try again. They show up in Actview, and I know I typed the name right.
- Tue Mar 17, 2009 4:43 pm
- Forum: Level Design & Entity Usage
- Topic: Pawns with add-ons
- Replies: 8
- Views: 720
Re: Pawns with add-ons
Thanks for the help.
I do not have the AttachAccessory.s. Is this in a previous version of RF, or can somebody post this?
I do not have the AttachAccessory.s. Is this in a previous version of RF, or can somebody post this?
- Sun Mar 15, 2009 11:57 pm
- Forum: Level Design & Entity Usage
- Topic: Problem with Melee Animations
- Replies: 4
- Views: 346
Re: Problem with Melee Animations
Thanks,
That's really helpful!
What's the significance of the semi-colons in front of the animation definitions?
And, do I still need to include these animation names for the first person view if I don't intend to use 1st person with the weapon?
That's really helpful!
What's the significance of the semi-colons in front of the animation definitions?
And, do I still need to include these animation names for the first person view if I don't intend to use 1st person with the weapon?