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Jason Campbell

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Everything posted by Jason Campbell

  1. @Dioun Personal attack? It was a joke. You are always so serious, I was just trying to lighten the mood.
  2. Jeesh Duion, not saying you go to parties but you must be a lot of fun when you do.
  3. If only. It would take me months to make a game in 48 hours!
  4. If your just starting, you can download the binary. I use Linux so I haven't really done it in Windows in a long time but here's the link. http://wiki.torque3d.org/coder:compiling-in-windows#:~:text=To%20compile%20your%20project%2C%20open,do%20this%20the%20first%20time.
  5. For number 4. another way to control light within a building or cave or whatnot is to use a zone. There is a setting that controls it. Something like ambient.
  6. Use a text editor that can search the whole project. I use one called Atom. Search for the filename. In the console, it seems to load with the PostFX manager?
  7. The only way I can think of to remove ground cover is to paint under the decal with another terrain material.
  8. You might be able to see some of the script using Untorque but was made for 3.5.1. I've used it just to try to see what was going on in a demo. https://github.com/figment/Untorque/releases/latest
  9. Hey thanks for asking. It was going really well over the winter but now I am too busy to even think about it. I have not given up.
  10. Hey bsisko, Can you give it a shot exporting from TorqueConstructor? I just did a test and it seemed to work fine. You have the textures in the same folder as the .dif?
  11. You can use a text editor that allows a Find in Project search to cut down on the endless searching. I've been using one called Atom. Really helps a lot. I just open console.log then go to find in Project. Finds every instance.
  12. No problem, the Phantom Games Development Packs has a few things that may help also. Tracer's and Missles. Link from John3's is down. here it is https://drive.google.com/open?id=10WJryl74Grn5akH85U7VAYysKSUePS9M
  13. Pretty cool chris. Looking good. For the rockets, you could use Steve's ribbon projectile resource to make a cool smoke trail. https://forums.torque3d.org/viewtopic.php?t=35
  14. Nice. Love that feeling when you finally figure it out (and it doesn't break something else!)
  15. Nice! Thanks f. That is what I was looking for originally.
  16. Just because I'm being sort of lazy, I was wondering if there is an Armor resource that anyone knows about. I can't seem to find one but I would have imagined that it would be a common thing. Just apply damage only if the armor is gone. I'm sure it will be easy but was just wondering if anyone has seen a simple armor resource. Thanks.
  17. I got it working pretty slick now. I have a random item(weapon, health kit, ammo, ect) spawn right before the open lid animation. I wanted it to occur without a GUI. I have a button press to pickup stuff so this works well.
  18. I figure it out. I re-imported the box with the center at where I wanted the item to spawn. Works great now.
  19. No problem. In schedule the 5000 is 5 secs so changing it to 500 would be half a sec. In the %vec variable 4 is the unit distance of the ray. Search up TypeMaska if you want it to look for Players or even terrain.
  20. Hello all, I've finally got a loot box that spawns a random item inside it.Problem is it places it at the very bottom of the chest, so it can't be seen. Any way to spawn it in the center of the transform of the box? Thanks %trans is the chests transform %lootItem = new Item() { datablock = %item; static = true; rotate = false; }; %trans=%obj.getTransform(); %lootItem.setTransform(%trans);
  21. Here's an example of a 5 second interval that checks for StaticObjectType(you can change it to anything) from the players eyepoint at a distance of 4. Just execute the function rayCast anywhare. function rayCast(%client) { %player = ServerConnection.getControlObject(); %eye = %player.getEyeVector(); %vec = vectorScale(%eye, 4); %start = %player.getEyeTransform(); %end = VectorAdd(%start,%vec); %found = ContainerRayCast (%start, %end, $TypeMasks::StaticObjectType, %player); if(%found) { echo("found StaticObjectType!"); } echo("checking"); schedule(5000, 0, "rayCast"); }
  22. Hello karpathios, I read through this and apparently they did drop support for 1.5.2 but it may still work. http://www.bundysoft.com/wiki/doku.php?id=plugins:fileio:l3dtio_torqueter:userguide:tge
  23. How would this be a bad work around? I doubt a raycast is anymore of a hit then spawning a projectile and checking for a collision. I think it's great that someone is interested in Torque and is checking out it's capabilities. Sometimes it's good to try your own way and even if it doesn't work out, then you have still learned from it.
  24. Maybe they meant to say Godot? Though that is a WIP.
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