Bloodknight Posted December 6, 2018 Posted December 6, 2018 Thankfully I had done most of this a while back, and to be fair, most of the work had been done by az, I just cleaned up a little here and there, I am posting here because I'm hoping that others have an interest in AFX and in the script side of it that provides pretty much most of a fantasy spell system, and are willing to help maintain or even advance the demo.the repo can be found here, https://github.com/Torque3D/AFX-Template it works with the development branch (as of 06 Dec 18 at least), I haven't tested it against 3.9 or 3.10+. There were some changes to the GUI menu system and I'm not sure of the dates of them and whether they are in the master branch or not. Quote
Bloodknight Posted January 31, 2019 Author Posted January 31, 2019 Current bugs, BadBehaviour editor crash (use straight script files as workaround)some spells trigger a 'fatal' asset that can be ignored (love that!) Quote
Azaezel Posted January 31, 2019 Posted January 31, 2019 seems there's a console refactor issue withREPO: https://github.com/Bloodknight/Torque3D/tree/AFX_RPG_Startercode in particular:https://github.com/Bloodknight/Torque3D/blob/AFX_RPG_Starter/Engine/source/BadBehavior/leaf/ScriptEval.cpp#L60-L94where it looks like the intent is to feed an id, method and get back an enum, but linux is choking on the EngineUnmarshallData formation. any notions there, @LukasPJ? Can't say I'm having much luck this end. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.