Search found 495 matches
- 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.
- 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
http://www.comunidad-e3d.com/des/3/d/fec/1
- Thu Sep 15, 2016 9:21 pm
- Forum: RF Scripting
- Topic: Pawn scripts
- Replies: 28
- Views: 16900
Re: Pawn scripts
If you use self.EntityName in the script then you can use any pawn name you like.Veleran wrote:I would use entity names like Skeleton_Generator_1 ,2 and so on without an eyes prefix anymore.
- 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...
- 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...
- 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"); }
- 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.
- 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?
- 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...
- 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
ItemIcons.imageset
inventory_main.layout
character.ini
player_human_adventurer.ini
inventory.ini
inventory.txt
- 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.
- 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 ...
- 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...
- 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.
- 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...