Search found 1511 matches

by Juutis
Thu Feb 02, 2006 8:30 am
Forum: Bug Reports
Topic: [FIXED 075A] Jumping problem
Replies: 1
Views: 619

[FIXED 075A] Jumping problem

Hi, I don't know where to post this exactly but I guess this is a good place. :wink: My problem is this: Every time I jump and hit the ceiling the screen just goes black and nothing can be done anymore... It does that in both first and third person. Maybe my player actor's head goes inside the ceili...
by Juutis
Thu Feb 02, 2006 7:16 am
Forum: RF Scripting
Topic: Has anybody figured out that pawn multiAtttributeCheck thing
Replies: 33
Views: 3077

I haven't been able to get those multiple attributes to work either.

1 question: Does saving game save the pawn attributes too or only the player attributes? I could get rid of many player attributes involved in saving the pawns' states if it does...
by Juutis
Tue Jan 31, 2006 9:16 am
Forum: Level Design & Entity Usage
Topic: Stencil shadows, Bump mapping, Static entities and scripting
Replies: 8
Views: 851

Hi... About that your EMBM bumpmapping to brushes thingie. I got it working by adding those textures (BM0_ , BMB_ and BMS_) to my .txl file with rfPack and enabling the use of multiple textures in the d3d24.ini file. d3d24.ini can be found in the folder of realityfactory.exe. Just change the line "E...
by Juutis
Tue Jan 24, 2006 2:08 pm
Forum: RF Scripting
Topic: Syntax for combining Variablenames
Replies: 8
Views: 1031

BTW what is the difference between x = StringCopy(Test); and x = Test; or x = "blah"; and x= StringCopy("blah"); Ok, I think it might be like this: "x = Test" changes the value of x to the value of variable Test (If Test is numerical) but if Test is string it does nothing (I believe...). "x = Strin...
by Juutis
Mon Jan 23, 2006 4:16 pm
Forum: RF Scripting
Topic: Syntax for combining Variablenames
Replies: 8
Views: 1031

Try:

NAME = StringCopy(MouseSelect( true, false, 0, 0, 0, 255, 200, 200));
by Juutis
Sat Jan 21, 2006 6:11 pm
Forum: RF Scripting
Topic: HUD questions....
Replies: 15
Views: 1752

HUD is defined in the hud.ini file, it's not a script (or at least I think it's not...). There you can add HUD elements just by adding something like this to the file: [Level] type = numeric frame = hud\level.bmp framealpha = hud\a_level.bmp framex = 0 framey = 64 indicatoroffsetx = 20 indicatoroffs...
by Juutis
Tue Jan 17, 2006 2:32 pm
Forum: RF Scripting
Topic: SetAttribute question
Replies: 8
Views: 1288

It seems that you can add multiple attributes with the AttributeOrder() command ... but only only the last attribute acts as the health attribute. However, I managed to build a detection system for different kinds of projectiles. But hey... if someone has got those AddAttribute/SetAttribute/GetAttri...
by Juutis
Tue Jan 17, 2006 2:16 pm
Forum: RF Scripting
Topic: Perfectly functioning Flashlight in RF for those who want it
Replies: 35
Views: 11928

Hi all, thanks very much for this flashlight thingy... I've been thinking very long how to get scripted weapons (including inaccuracy etc...) until now... You gave me the tools to make my perfect weapons. :wink: Thank you for this idea. :D And... I had that problem too. The light was facing the wron...
by Juutis
Mon Jan 16, 2006 4:12 pm
Forum: RF Scripting
Topic: SetAttribute question
Replies: 8
Views: 1288

Yes... I tried basically everything but couldn't make them work :(
by Juutis
Mon Jan 16, 2006 2:30 pm
Forum: RF Scripting
Topic: SetAttribute question
Replies: 8
Views: 1288

I've had that problem too... really weird numbers come when using the SetAttribute/GetAttribute commands. I tried to get pawns to check what kind of projectile hit them by using different attributes but it didn't work out ... :(
by Juutis
Thu Jan 12, 2006 12:50 pm
Forum: RF Scripting
Topic: Can sombody help me change this?
Replies: 9
Views: 1441

Well... there ARE commands to give pawns multiple attributes in the new release but at least I haven't been able to get them working...

Maybe someone more experienced would know how to make them work.