151

(29 replies, posted in Scripting)

Nice!

Wow! Your game is really nice. smile Good work! Keep it up. smile

153

(29 replies, posted in Scripting)

Yes, exactly. smile

Well I will have to run some tests myself.

154

(29 replies, posted in Scripting)

Im making an RPG game, there's no storyline but the game will have immense freedom and I'm looking to make a dynamic world which reacts. A storyline can be added if wanted.

And I'm focusing on making it multiplayer sometime later.

Sure, I would love if you made a sack which I could use. I need a pile of sacks laying on top of each other.

155

(29 replies, posted in Scripting)

Hm, the num_collision still reads 0 in the console. Can you turn the collisionsensitivity up somehow?

156

(29 replies, posted in Scripting)

I did it myself. smile

Thanks for the info! I didn't think about the follow behavior.

157

(14 replies, posted in General)

I did this on the bridge, and it turned normal. The lightning worked on a little house with flat roof. But the other houses it did not work on. How do I check if the scale x factor is negative?

Edit: When you scale in blender you see if the scale factor turns negative in the lower left corner.

158

(29 replies, posted in Scripting)

Ok, here's my immense game. Anyone who can figure out why the bullet wont have a greater collision-number than 0?

http://www.mediafire.com/?dmkk105364afza4

159

(29 replies, posted in Scripting)

I have tried that smile But then the bullet doesn't even spawn. smile Seems as if it has to do with the local coordinates which the empty object gets from its parent-object.

160

(29 replies, posted in Scripting)

You're saying you wanna try out my game?

161

(29 replies, posted in Scripting)

Happy new year! If I use numcollision on the bullet. How can I make it more sensitive to collisions so it doesn't read out 0 when it hits something?

When I use this script I cant set X or Y values to the translate "move if necessary" because then when I rotate my player, the bullet doesn't rotate with him. smile

162

(29 replies, posted in Scripting)

I know that. smile But how should I go about it? If I cant link a spawnpoint to the player and still need the bullet to go from the playerposition?

163

(29 replies, posted in Scripting)

By the way, bullet is parent to player.

164

(29 replies, posted in Scripting)

Hey, Im making a script for a bullet.

bullet = getObject("bullet")
bullet1 = getObject("bullet1")

firing = 0

--On scene update()

if onKeyDown("MOUSE_BUTTON1") then
        if ammo_val == 1 then
        changeAnimation(char, 4)
        playSound(fire)
        ammo_val = decrement(ammo_val)
        firing = 1
        elseif ammo_val == 0 then
        playSound(click)
        changeAnimation(char, 3)
        end
    end

    if firing == 1 then
        activate(bullet1)
        bulletPos = getPosition(bullet)
        setPosition(bullet1, {bulletPos[1], bulletPos[2], bulletPos[3]})
        translate(bullet1, {0.5, 0, 0}, "local")
    end

My main question is, why wont my bullet show at the coordinates for "bullet" (which is the spawnpoint for bullet1)?

And why is the coordinates for bullet the same all the time? I've tried printed them out in the console.

165

(4 replies, posted in Scripting)

Thanks. smile

166

(14 replies, posted in General)

Good work. smile Thanks for the help.

167

(14 replies, posted in General)

Sure, I set my Edge split angle to 30 degrees. I actually don't know how to use the Edge split exactly.

http://www.mediafire.com/?z4frijt8151ip0c Here it is. smile

168

(4 replies, posted in Scripting)

playerpos = getPosition(player)
   
    corepos = getPosition(core)
   
      gravity = {0, 0, 0}
   
    addCentralForce(player, {playerpos[1] - corepos[1], playerpos[2] - corepos[2], playerpos[3] - corepos[3]}, "local")
   

Like this?

169

(4 replies, posted in Scripting)

Hey! Now I'm doing a script for planetary gravity.

    core = getObject(core)
    planet = getObject(planet)
    player = getObject(player)



    playerpos = getPosition(player)
   
    corepos = getPosition(core)
   
    gravity = {playerpos[1] - corepos[1], playerpos[2] - corepos[2], playerpos[3] - corepos[3]}

Thinking that the player will be drawn to the core of the planet by subtracting there co-ordinates all the time, and that the physics-enabled-planet will provide ground to collide with.

This is my idea, but it doesn't work.

170

(14 replies, posted in General)

http://tinypic.com/view.php?pic=dqix5t&s=6

I think my normals is looking fine. smile

171

(14 replies, posted in General)

I've flipped my normals but still it looks wierd. Are the normals too small in my model?

http://tinypic.com/view.php?pic=5jtkrk&s=6

172

(14 replies, posted in General)

Thanks, that works to some part. Now my roof is black and my floor is white. Even though my lamp is above the factory. And the normals fine, what's up?

Lightning is really hard. smile

173

(3 replies, posted in General)

That's awesome. Thanks Anael. smile

174

(14 replies, posted in General)

That is much better. http://tinypic.com/view.php?pic=rhtir7&s=6

But still the factory is really dark. Any way to get around this?

175

(14 replies, posted in General)

Hey, I'm making an immense game. I first had the idea to use one sun. But it's dark everywhere how can you improve this?

http://tinypic.com/view.php?pic=264q49k&s=6