Search found 75 matches

by Graywolf
Thu Jul 31, 2008 1:01 am
Forum: RF Scripting
Topic: Time and pushing the keys
Replies: 25
Views: 1418

Re: Time and pushing the keys

I did a test run on your Combo order... It worked, so the problem lies elsewhere. Also, you can simply use (self.animate_at_end), and get the same effect as (self.animate_at_end = true). (In fact, you don't even have to use "self.") BSOD crashes can be a real pain in the @#$ to figure out... Did you...
by Graywolf
Wed Jul 30, 2008 2:12 pm
Forum: Bug Reports
Topic: [FIXED 0.78.0] Comment Bugs
Replies: 5
Views: 1845

Re: [WON'T FIX] Comment Bugs

A little insight into this... Original script section: LOSTTIME [15] // time to search for enemy before giving up POINTRADIUS [20] // radius from point when considered there And, a dump of the script, post-parse: LOSTTIME [15] // time to search for enemy before giving up POINTRADIUS [20] // radius f...
by Graywolf
Wed Jul 30, 2008 12:59 am
Forum: RF Scripting
Topic: Time and pushing the keys
Replies: 25
Views: 1418

Re: Time and pushing the keys

Danimita92 wrote:Can switches be used in LowLevel?
Yep. It's a Simkin internal command, so it can be used in any script. Just out of curiosity, have you read the Simkin docs(not the RF docs, the official Simkin docs)? If not, I'd strongly suggest it.
by Graywolf
Tue Jul 29, 2008 7:26 pm
Forum: RF Scripting
Topic: Proposal: New generic scripted player
Replies: 9
Views: 775

Re: Proposal: New generic scripted player

Let's face it, it's impossible to create a scripted player to suit everyone's needs. I think we should create more like a frame of a scripted player. That's very true. My thought here is: The usual form of scripted player is some variation of the third-person, free-roaming, platformer type(Zelda, S...
by Graywolf
Tue Jul 29, 2008 7:02 pm
Forum: RF Scripting
Topic: Time and pushing the keys
Replies: 25
Views: 1418

Re: Time and pushing the keys

Okay, it's like I thought. When you go to high-level from run-player, it never goes back to low-level to call combo again. So, it does the first combo case, then it's dead in the water. Add RestartOrder() at the end of combo. PS: To upload as attachment, compress to a .zip first. EDIT: RestartOrder(...
by Graywolf
Tue Jul 29, 2008 1:44 pm
Forum: RF Scripting
Topic: Proposal: New generic scripted player
Replies: 9
Views: 775

Re: Proposal: New generic scripted player

Alright. Since the standard player handles first person pretty well, I was thinking a third person focus would be best. So, we need a features list. These are what I can think of off the top of my head: Multi-attack melee and ranged combat Lock on auto-targeting Custom camera management Proper jumpi...
by Graywolf
Tue Jul 29, 2008 1:29 pm
Forum: RF Scripting
Topic: Proposal: New generic scripted player
Replies: 9
Views: 775

Proposal: New generic scripted player

@Advanced Scripters: Hey, since we seem to be on a generic support script kick, shall we team up and put together a new generic player script?
by Graywolf
Tue Jul 29, 2008 1:16 pm
Forum: RF Scripting
Topic: Time and pushing the keys
Replies: 25
Views: 1418

Re: Time and pushing the keys

Right... I mean, can you post the whole script(attachment would be best, less topic clutter), because the problem may extend beyond just this order.
by Graywolf
Tue Jul 29, 2008 3:47 am
Forum: Game Designs
Topic: (wip)Twist of the Moon
Replies: 77
Views: 4846

Re: (wip)Twist of the Moon

madness wrote:Let me get this straight..... A girl.... possibly a furry from the sounds of things..... is working on making a videogame..... about wolves.

Ummm... For some odd reason, I don't find this at all disturbing. :wink: Must be the wolf thing.
by Graywolf
Tue Jul 29, 2008 2:46 am
Forum: RF Scripting
Topic: Time and pushing the keys
Replies: 25
Views: 1418

Re: Time and pushing the keys

Okay, can you post the script?(Or is it a mod of one of the sample scripts?) I need to see the big picture on this.

Note: Things like this are much easier accomplish in low-level.
by Graywolf
Mon Jul 28, 2008 10:21 pm
Forum: RF Scripting
Topic: Keycode script
Replies: 1
Views: 166

Keycode script

{ KB_1 [1] KB_2 [2] KB_3 [3] KB_4 [4] KB_5 [5] KB_6 [6] KB_7 [7] KB_8 [8] KB_9 [9] KB_0 [10] KB_Q [14] KB_W [15] KB_E [16] KB_R [17] KB_T [18] KB_Y [19] KB_U [20] KB_I [21] KB_O [22] KB_P [23] KB_A [26] KB_S [27] KB_D [28] KB_F [29] KB_G [30] KB_H [31] KB_J [32] KB_K [33] KB_L [34] KB_Z [37] KB_X [...
by Graywolf
Mon Jul 28, 2008 9:13 pm
Forum: RF Scripting
Topic: Time and pushing the keys
Replies: 25
Views: 1418

Re: Time and pushing the keys

This is low-level and being executed every frame, correct? Try adding ThinkTime = 0.2; to the beginning. I'm willing to bet good money that it rolls through all three cases in three frames, faster than the eye can see. Edit: You can test this by adding debug(COMBO) to each case. If it dumps 1, 2, 3 ...
by Graywolf
Mon Jul 28, 2008 7:46 pm
Forum: General Discussions
Topic: Windows XP still worth it?
Replies: 14
Views: 580

Re: Windows XP still worth it?

Have you thought of using win2k pro SP4, It's as good as if not better than winxp. That's what I use, also. Of course, it means I have to pull a few tricks(crack installers and such) to keep my system up to date, but hey, for me it's worth it. And, about XP... I've seen it on eBay at 20$-30$. Edit:...
by Graywolf
Sat Jul 26, 2008 9:42 am
Forum: Feature Requests
Topic: Weapon polygons that would do damage by collision
Replies: 15
Views: 3524

Re: Weapon polygons that would do damage by collision

Just an idea...

With a combination of the Simkin user object types I'm working on, and integrated physics, this might be really easy to implement. Create a Simkin object type that represents a physics object created from some sort of geometry data, and utilize the physics engine to do the work..?
by Graywolf
Sat Jul 26, 2008 7:27 am
Forum: RF Scripting
Topic: armour?
Replies: 10
Views: 411

Re: armour?

Lynkyn wrote:Ok! Thank you! *gives everyone a cookie*
Rats!!!

My browser wasn't accepting cookies...