Search found 495 matches

by Allanon
Sun Nov 27, 2016 8:14 am
Forum: Modelers Corner
Topic: Instant actor kit- virgil max3, various actors dowload
Replies: 4
Views: 2577

Re: Instant actor kit- virgil max3, various actors dowload

I never used a 3ds max plugin greater than version 2008 which is still available HERE. The highest version at plugins.de is R2012.
by Allanon
Sat Nov 19, 2016 7:43 pm
Forum: Game Designs
Topic: Project Bonnie (Game project)
Replies: 57
Views: 41096

Re: Project Bonnie (Game project)

Just so you know, there are a lot of actors that work with Genesis3d located here:

http://www.comunidad-e3d.com/des/3/d/fec/1
by Allanon
Thu Sep 15, 2016 9:21 pm
Forum: RF Scripting
Topic: Pawn scripts
Replies: 28
Views: 16900

Re: Pawn scripts

Veleran wrote:I would use entity names like Skeleton_Generator_1 ,2 and so on without an eyes prefix anymore.
If you use self.EntityName in the script then you can use any pawn name you like.
by Allanon
Thu Sep 15, 2016 7:05 pm
Forum: RF Scripting
Topic: Pawn scripts
Replies: 28
Views: 16900

Re: Pawn scripts

Whenever you can test the level because the eyes do not glow. You didn't add the last changes I made to the script. Also, are the eyes added to the level? In my last script I assumed that the lighting for the pawn was changing so I added self.EntityName in the SetEntityLighting() command. You can c...
by Allanon
Wed Sep 14, 2016 7:18 pm
Forum: RF Scripting
Topic: Pawn scripts
Replies: 28
Views: 16900

Re: Pawn scripts

I tested this with your level and it seems to work. The problem was it was trying to execute the low level commands after I called the HighLevel command, exiting the order after calling HighLevel fixed the problem. I also changed "Skeleton_Generator_1_Eyes" to self.EntityName allowing this script to...
by Allanon
Tue Sep 13, 2016 6:52 pm
Forum: RF Scripting
Topic: Pawn scripts
Replies: 28
Views: 16900

Re: Pawn scripts

Glow Order - 0 Parse error near "". No glowing,and it can not get destroyed. Sorry, remove the extra equal sign. Change: if (self.health == 0) { HighLevel("Destroyed"); } To: if (self.health = 0) { HighLevel("Destroyed"); }
by Allanon
Tue Sep 13, 2016 6:47 pm
Forum: RF Scripting
Topic: Breakable Pawn script
Replies: 51
Views: 23830

Re: Breakable Pawn script

You didn't update the inventory.s script file. Below is the updated inventory.s script file plus a corrected inventory.txt file.
by Allanon
Mon Sep 12, 2016 9:41 pm
Forum: RF Scripting
Topic: Breakable Pawn script
Replies: 51
Views: 23830

Re: Breakable Pawn script

I forgot the inventory.s file. Can I get that also?
by Allanon
Mon Sep 12, 2016 9:29 pm
Forum: RF Scripting
Topic: Pawn scripts
Replies: 28
Views: 16900

Re: Pawn scripts

Try this: { colors {[0][32][64][96][128][160][192][224][255][224][192][160][128][96][64][32]} index [0] Start[ () { Console(true); Gravity(true); BoxWidth(22); BoxHeight(28); SetEventState("Skeleton_Generator_1_1_On", true); AttributeOrder("enemy_health", 10, "Destroyed"); LowLevel("Glow"); } ] Glow...
by Allanon
Mon Sep 12, 2016 7:51 pm
Forum: RF Scripting
Topic: Breakable Pawn script
Replies: 51
Views: 23830

Re: Breakable Pawn script

Provide the files listed below and I will see if I can help with your problem:

ItemIcons.imageset
inventory_main.layout
character.ini
player_human_adventurer.ini
inventory.ini
inventory.txt
by Allanon
Mon Sep 12, 2016 12:41 am
Forum: RF Scripting
Topic: Pawn scripts
Replies: 28
Views: 16900

Re: Pawn scripts

Try removing LowLevel("Glow"); then try causing damage to the actor. If you can then the order doesn't work when going to low level.
by Allanon
Fri Sep 09, 2016 5:58 pm
Forum: RF Scripting
Topic: Pawn scripts
Replies: 28
Views: 16900

Re: Pawn scripts

The colors variable definition at the top of the script is the colors the eyes will change to. You can add more to make the pattern you like. Maybe something like this: colors {[0][32][64][96][128][160][192][224][255][224][192][160][128][96][64][32]} Also, self.ThinkTime is the time in seconds that ...
by Allanon
Thu Sep 08, 2016 9:49 pm
Forum: RF Scripting
Topic: Pawn scripts
Replies: 28
Views: 16900

Re: Pawn scripts

I just noticed there is an extra bracket at the bottom of the Glow order. Try this: { colors { [0][64][127][180][127]} index [0] Start[ () { Console(true); LowLevel("Glow"); } ] Glow[ () { self.ThinkTime = 1.0; c = colors[index]; SetEntityLighting("Skeleton_Generator_1_Eyes", 0, 0, 0, c, c, c, false...
by Allanon
Thu Sep 08, 2016 9:15 pm
Forum: RF Scripting
Topic: Inventory menus pictures -how
Replies: 7
Views: 3397

Re: Inventory menus pictures -how

I did find an error in the inventory.txt file. There are 2 [potionofmana_tt] entries, the second one should be [potionofhealth_tt]. This just caused the mana potion tooltip to display Potion of Health and the heath potion to have no tooltip.
by Allanon
Thu Sep 08, 2016 6:55 pm
Forum: RF Scripting
Topic: Inventory menus pictures -how
Replies: 7
Views: 3397

Re: Inventory menus pictures -how

I can only drag the inventory items into another slot but when i double click to use them nothing happens. I did not add any script myself and did not touch those you made. I also noticed that in screen 1920 x 1080 the items pics look shorter that they are,the images dimensions are not the same wit...