What error do you get? Check your D3DDrv.Log file.seppgirty wrote:I get to the very end. I get it to compile successfully but when i have it run in rf engine it crashes. Why?
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- Sat Jul 09, 2016 11:22 pm
- Forum: Level Design & Entity Usage
- Topic: Dungeon Maker
- Replies: 13
- Views: 5763
Re: Dungeon Maker
- Sat Jul 09, 2016 9:56 pm
- Forum: Level Design & Entity Usage
- Topic: Dungeon Maker
- Replies: 13
- Views: 5763
Re: Dungeon Maker
I did.seppgirty wrote:Has anyone got this to work?
- Sat May 07, 2016 8:02 pm
- Forum: RF Scripting
- Topic: Level controler
- Replies: 18
- Views: 8059
Re: Level controler
Use IsKeyDown() to check if a key is being pressed and GetEventState() to check if the trigger is active:
Code: Select all
if (IsKeyDown(0x13) = True)
{
if (GetEventState(Trigger) = True))
{
// do something
}
}
- Sat Apr 02, 2016 9:37 am
- Forum: General Discussions
- Topic: trenchboom level edtor
- Replies: 2
- Views: 1695
Re: trenchboom level edtor
Reality Factory's RFEditPro level editor does open .map files which is a Quake format so you might be able to create a level using TrenchBroom then save it to a .map file then open it with RFEditPro. You will need RFEditPro to add entities and compile.
- Sun Feb 14, 2016 10:25 am
- Forum: RF Scripting
- Topic: Breakable Pawn script
- Replies: 51
- Views: 24206
Re: Breakable Pawn script
Here is my updated version of the script: { Items { [Nothing] [Vase_Ceramic_1] [Vase_Ceramic_2] [Vase_Wooden_1] [Vase_Wooden_2] } Loots { { Name [Nothing] } { Name [ThrowingDagger] Text [Throwing Dagger] Amount [1] } { Name [ThrowingHammer] Text [Throwing Hammer] Amount [1] } { Name [ThrowingStars] ...
- Fri Feb 12, 2016 10:10 pm
- Forum: RF Scripting
- Topic: Breakable Pawn script
- Replies: 51
- Views: 24206
Re: Breakable Pawn script
How do you want the loot to be picked up? Some examples would be to have the player automatically pick up loot if they are a certain distance from the loot or have the player press a key when they are facing the loot and a certain distance away. Do you want the loot to go in the inventory or work r...
- Wed Feb 10, 2016 11:31 pm
- Forum: RF Scripting
- Topic: Breakable Pawn script
- Replies: 51
- Views: 24206
Re: Breakable Pawn script
What do the SetEventState() functions do in the VaseRandomSpawn order?
- Wed Feb 10, 2016 9:26 pm
- Forum: RF Scripting
- Topic: Breakable Pawn script
- Replies: 51
- Views: 24206
Re: Breakable Pawn script
I took a closer look at the script you posted and it has a lot of errors, most are syntax errors that will prevent it from working. Below is a version of the script that only corrects the syntax errors not the logic. I corrected the formatting to make it easier to read. I added and removed braces wh...
- Wed Feb 10, 2016 12:44 pm
- Forum: RF Scripting
- Topic: Breakable Pawn script
- Replies: 51
- Views: 24206
Re: Breakable Pawn script
I did a quick scan of the code and you could probably get rid of a lot of the switch case statements by using an array of items. I would also suggest instead of using AttachAccessory() that you create a pawn and script just for moving the item's pawns to scripting points which mark the spawn locatio...
- Fri Feb 05, 2016 10:12 pm
- Forum: RF Scripting
- Topic: Level controler
- Replies: 18
- Views: 8059
Re: Level controler
Here is the new script, I added a lot more variables with names that reflect that they are for room 1, this will make it easier to add other rooms to this controller. You will need to add the door szEntityName and keyTime. Plus change the keyTime for the third floor which is the corridor. { // Room ...
- Fri Feb 05, 2016 12:05 am
- Forum: RF Scripting
- Topic: Level controler
- Replies: 18
- Views: 8059
Re: Level controler
I assumed your model went from 0.0 to 2.0 for the 1st floor and 2nd floor. I was thinking you would add another keyframe to the model's animation to go to the 3rd floor and that would be 3.0. If that is not correct then set the keyTimes to whatever keyTime corresponds to the floors you want. Also if...
- Sat Jan 30, 2016 10:08 pm
- Forum: RF Scripting
- Topic: Level controler
- Replies: 18
- Views: 8059
Re: Level controler
This script allows you to shoot the other trigger and have the cage go to the next keyTime and then you can press the original trigger to go back down. Just replace "OtherTrigger" with the szEntityName of the other trigger, and 3.0 with the correct keyTime: { Start[() { Console(true); SetPlatformTar...
- Sat Jan 30, 2016 4:13 pm
- Forum: RF Scripting
- Topic: Level controler
- Replies: 18
- Views: 8059
Re: Level controler
Maybe something like this: { Start[() { Console(true); SetPlatformTargetTime("Cage_96x64_1_Base", 2.0); self.think = "Wait"; }] Wait[() { if (GetEventState("Cage_96x64_1_Trigger") = true) { CurrentTime = GetPlatformCurrentTime("Cage_96x64_1_Base"); if (CurrentTime = 2.0) { SetPlatformTargetTime("Cag...
- Sat Jan 30, 2016 9:49 am
- Forum: RF Scripting
- Topic: Level controler
- Replies: 18
- Views: 8059
Re: Level controler
OK, I did some testing and got it to work. The reason the script crashed is because the LevelController entity is already in low level mode when it calls the SpawnOrder. You were calling NewOrder() which is a high level method and I was calling LowLevel() when it was already in low level mode. This ...
- Fri Jan 29, 2016 11:57 pm
- Forum: RF Scripting
- Topic: Level controler
- Replies: 18
- Views: 8059
Re: Level controler
You are using low level methods so you need to call LowLevel() . Also you are missing braces after the if statement and keyTime is a float value: { Start[() { Console(true); LowLevel("Setup"); }] Setup[() { SetPlatformTargetTime("Cage_96x64_1_Base", 1.0); self.think = "Wait"; }] Wait[() { if (GetEve...