Search found 495 matches
- Tue Apr 18, 2017 7:39 am
- Forum: Setup, Post Install Support
- Topic: How to add gold indicator for coins
- Replies: 6
- Views: 17288
Re: How to add gold indicator for coins
You will need to change the CHeadsUpDisplay class in the source code if you want a new indicator. Right now it only has an indicator for all non-npc actors and an indicator for all npc actors.
- Wed Mar 22, 2017 9:29 am
- Forum: Setup, Post Install Support
- Topic: How to add sword as a weapon
- Replies: 3
- Views: 2410
Re: How to add sword as a weapon
This:
Should be this and it is case sensitive:
Also, make sure you added this to the player.ini file:
Code: Select all
playeractor = weapon\bonieweapons\p_sniper_Bonie.act
Code: Select all
playeractor = Weapon\bonieweapons\p_sword_Bonie.act
Code: Select all
[sword]
initial = 1
low = 0
high = 1
- Sun Feb 26, 2017 8:27 pm
- Forum: Programming
- Topic: RFTexture Packer and RFscriptedit
- Replies: 13
- Views: 25099
Re: RFTexture Packer and RFscriptedit
Also, you need to follow the license and include it with you releases.
- Sat Feb 25, 2017 7:28 am
- Forum: Programming
- Topic: RFTexture Packer and RFscriptedit
- Replies: 13
- Views: 25099
Re: RFTexture Packer and RFscriptedit
I modifed RF script editor lastest version from rf 0.76 here it is https://mega.nz/#!XwdG3aKA!KzA_GusuXuv2fCaEbhHGxbeU0uUaYdLuRTcEtlxbYM8 It has a new logo which is being used as an icon please I would like feedback on it. As I was working hard to make it Why did you remove the about page that cred...
- Mon Feb 06, 2017 11:58 am
- Forum: Modelers Corner
- Topic: How to make a simple spin animation
- Replies: 6
- Views: 3481
Re: How to make a simple spin animation
Sorry I thought the attribute entity had a szDefaultAction property but I guess it doesn't. So the easiest way is probably to use a pawn entity and script. I found that the pawn entity will play the Idle animation by default so just name your rotation motion to Idle. Next create a coin pawn in the p...
- Sun Feb 05, 2017 11:22 pm
- Forum: Modelers Corner
- Topic: How to make a simple spin animation
- Replies: 6
- Views: 3481
Re: How to make a simple spin animation
You can use an attribute entityIt is going to be an attribute
I use Equity version RF7 or RF8, I don't like the newest version.which Equity version ? can it be done in the one RF076 comes with ?
- Sun Feb 05, 2017 8:23 pm
- Forum: Modelers Corner
- Topic: How to make a simple spin animation
- Replies: 6
- Views: 3481
Re: How to make a simple spin animation
You can use Equity to add a new rotation motion to the coin actor then from within the level editor add a StaticEntityProxy and assign it the the ACT file and for the default animation use the rotation motion.
Or you can add the coin actor as a pawn and create a script that rotates it.
Or you can add the coin actor as a pawn and create a script that rotates it.
- Sun Jan 08, 2017 8:06 am
- Forum: RF Scripting
- Topic: How to do a death message when the player dies
- Replies: 6
- Views: 6552
Re: How to do a death message when the player dies
From the SpecialTriggers.htm file located in the RF docs: When the player dies in a level you have several options of what can happen next. When the player's death animation is started a trigger called PlayerDeath is set to on. This can be used to trigger special effects or special camera sequences ...
- Wed Dec 21, 2016 10:15 pm
- Forum: Modelers Corner
- Topic: Player Animation
- Replies: 11
- Views: 6336
Re: Player Animation
Or you can write a player script that moves the player and blends the animation the way you want.
- Fri Dec 16, 2016 12:41 am
- Forum: Modelers Corner
- Topic: Maddington Level Project From Google Earth
- Replies: 4
- Views: 1547
Re: Maddington Level Project From Google Earth
The Maddington area in Google Earth doesn't have 3d buildings, it's just satellite images and height data.
- Wed Dec 14, 2016 10:02 pm
- Forum: Announcements
- Topic: Website maintenance
- Replies: 22
- Views: 40040
Re: Website maintenance
You can download zip files with the latest code from github. Whenever there is a change in code on github you will be able to download it instantly and not have to wait for it to be updated on the RF website.
- Sat Dec 10, 2016 10:25 pm
- Forum: Modelers Corner
- Topic: Player Animation
- Replies: 11
- Views: 6336
Re: Player Animation
The blend amount depends on the tilt of the camera. If you make a single walking/shooting animation and assign it to both walkshootup and walkshootdwn then blending shouldn't matter because you will be blending the same pose. also, I think when animations change they are blended with the previous an...
- Sat Dec 10, 2016 9:28 am
- Forum: Modelers Corner
- Topic: Player Animation
- Replies: 11
- Views: 6336
Re: Player Animation
I did a quick edit of the WalkShoot motions in Virgil.act using Equity. I made one motion with him walking with his arm up and another with him walking with his arm down. They seem to work alright, it was hard to see the blended motions move the arm but when I reversed the animations in the PlayerSe...
- Sat Dec 10, 2016 1:25 am
- Forum: Modelers Corner
- Topic: Player Animation
- Replies: 11
- Views: 6336
Re: Player Animation
I did a little testing and also looked at the source code. It turns out the walkshootup and walkshootdwn animations get blended depending on the tilt of the camera, this is what makes the weapon point in the direction you are looking. This is also mentioned in the playersetup.ini documentation that ...
- Thu Dec 08, 2016 9:03 am
- Forum: Modelers Corner
- Topic: Player Animation
- Replies: 11
- Views: 6336
Re: Player Animation
The PlayerSetup.ini file has the walkshootup and walkshootdwn animations listed so you could probably just override those in the weapons.ini file.