Amr Bekhit's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| In-game terrain editing? | Well, since I haven't done anythink like this myself, I can't give you an accurate answer. I'm not s... read more | 03/27/2007 (9:38 am) |
| Colliding against mounts | I think onCollision will work, but I'm not sure whether it will use the shape's centroid for collisi... read more | 03/27/2007 (9:16 am) |
| Flying in zero gravity ? | If you want to make your player fly, have a look at this post: http://www.garagegames.com/mg/foru... read more | 03/27/2007 (8:00 am) |
| Torsion 1.1.53 Beta | Done - I look forward to the next release. --Amr... read more | 03/26/2007 (2:19 pm) |
| Torsion 1.1.53 Beta | Here's a feature request: it's related to the 2 drop down boxes at the top of the editor. Let's say ... read more | 03/26/2007 (2:11 pm) |
| Torsion 1.1.53 Beta | Awesome! Thanks for the update! --Amr... read more | 03/26/2007 (2:06 pm) |
| In-game terrain editing? | Hello Eric. Real-time terrain deformation over network has indeed been done before in Torque. An ... read more | 03/26/2007 (1:09 pm) |
| TSShapeConstructor | I think the way this works is that after you've defined a TSShapeConstructor, any object that uses t... read more | 03/26/2007 (1:06 pm) |
| Colliding against mounts | Have you checked the models for your mounted objects? See if you can remove their collision meshes. ... read more | 03/26/2007 (12:17 pm) |
| Colliding against mounts | OK well, if your mounted objects are colliding with the player then the objects will have collision ... read more | 03/26/2007 (11:53 am) |
| Running Faster | I've just written a more detailed tutorial about how to go about doing this and submitted it as a re... read more | 03/26/2007 (9:51 am) |
| Running Faster | This should work for any game type. Have a search for the script file which deals with handling user... read more | 03/26/2007 (3:49 am) |
| List of Visible Objects? | I don't know if there's an [i]official[/i] way to do this, but the way I'd do it is to perform a ray... read more | 03/25/2007 (6:07 pm) |
| Where's the guide to the source code then? | What?? You're writing another GPGT which deals with the source??? Woah gimme!! --Amr... read more | 03/25/2007 (6:04 pm) |
| Can you do these with TGE? | A) Yes, you can - [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10318]... read more | 03/25/2007 (6:01 pm) |
| Running Faster | Hello Sam, I've just done this today and you don't need ANY source code changes. Basically, wh... read more | 03/25/2007 (5:55 pm) |
| Colliding against mounts | Hello Daniel, With regards to your first problem, mounted object [b]do[/b] collide with the objec... read more | 03/25/2007 (5:35 pm) |
| Torque tutoral | Hello Jermaine, Good job on finding the problem. I have to say it's quite a shame when you get st... read more | 03/25/2007 (4:05 am) |
| Multiple Collision notifications | I don't think onCollision will allow you to do that, unless you add [b]schedule[/b] commands that ke... read more | 03/22/2007 (3:15 pm) |
| Standing on a .dts and using onCollision | Hi Jake. I think the issue you have here is that you do not have any collision meshes in your mod... read more | 03/21/2007 (6:25 am) |
| Buying the book via GG | I live in the UK - book took a little time to get here (as expected) but arrived in mint condition. ... read more | 03/20/2007 (1:35 pm) |
| Firing more than 2 images | Hello all! Well, I sat down this morning and said I'd have a crack at this and thankfully, I've h... read more | 03/20/2007 (4:26 am) |
| Weapon help | You need to add a node to tell Torque where you want your player to hold your weapon (called mountPo... read more | 03/18/2007 (5:42 am) |
| Ignition key | You pay $150 for access to the engine's source code (enabling you to add all sorts of modifications)... read more | 03/17/2007 (6:57 am) |
| Collision damage with .difs | There's an onImpact callback for ShapeBaseData objects which handles just your type of collisions. T... read more | 03/16/2007 (1:32 am) |
| Firing more than 2 images | Hoi just wanted to bump this. Any pointers as to how to add and assign new triggers to firing shapeB... read more | 03/11/2007 (11:48 am) |
| Firing more than 2 images | Thanks for the replies guys. I'll have a look at the alternative methods suggested, but if anyone... read more | 03/09/2007 (6:06 am) |
| Firing more than 2 images | I couldn't find a moveManager.cpp, only a moveManager.h (using TGE 1.5) where I could change the max... read more | 03/08/2007 (7:33 am) |
| Firing more than 2 images | Thanks for the replies. What I'm aiming for is a ship with 6 cannons, 3 on each side. The player ... read more | 03/08/2007 (6:34 am) |
| Namespace problems | [quote]So if I want an object to have dynamic fields, I need to define them myself, instead of getti... read more | 02/18/2007 (3:14 am) |
| Namespace problems | [quote]But can I write my own functions that use these namespaces, or am I restricted to using only ... read more | 02/17/2007 (4:52 pm) |
| Namespace problems | Yep, I agree with nearly everything you said there. The only thing I want to comment on is where ... read more | 02/14/2007 (4:20 pm) |
| Namespace problems | You have the following in your code: [code]datablock StaticShapeData(Thingie) { category = "... read more | 02/13/2007 (3:13 pm) |
| 3D Import and Default Player Questions | Hello Jan, If you're using Maya, may I point you towards my Maya exporting guide [url=http://www.... read more | 02/13/2007 (10:42 am) |
| Namespace problems | [quote]What's the difference in this case between the StaticShape namespace and the Thingie namespac... read more | 02/12/2007 (3:48 pm) |
| Namespace problems | Haha, I assure you everyone slips up on the keyboard. Why don't you try a Torque IDE, for example To... read more | 02/11/2007 (3:53 am) |
| Namespace problems | I see the problem: You missed out a ":" when writing the on Collision function name. Just someth... read more | 02/10/2007 (5:05 am) |
| State machine question | Hi Steve, I just had a look at your datablock at the top of the page and I noticed that you need to ... read more | 02/09/2007 (4:49 pm) |
| Texture sources | [url=http://www.texturemaker.com/]Texture Maker[/url] is on absolutely amazing program for generati... read more | 02/08/2007 (8:13 am) |
| My Water Is Too Bouncy | Why don't you have a look at the Starter.FPS level? The water there is definitely not bouncy.... read more | 02/07/2007 (8:29 am) |
| My Water Is Too Bouncy | How about you mess around with the density property in your player datablock?... read more | 02/07/2007 (8:00 am) |
| Namespace problems | There's another thing I just found out, and I thought it'd be useful to share - if you have a funct... read more | 02/06/2007 (1:26 pm) |
| Namespace problems | I see. OK when would you like to do this on your object? For example, you could do this when somethi... read more | 02/06/2007 (12:30 pm) |
| Namespace problems | Have you a particular example in mind?... read more | 02/06/2007 (11:50 am) |
| Namespace problems | I've just tested out this namespace thing in Torque and I didn't get any errors like you described i... read more | 02/06/2007 (11:15 am) |
| Namespace problems | Hi Daniel, Again the same reason applies. The [b]AThing[/b] className you have in your code has b... read more | 02/06/2007 (11:06 am) |
| TGE 1.5 and GUI problem | Hmm...thats odd - I've come across the same problem you've mentioned before, and the solution has be... read more | 02/04/2007 (2:49 pm) |
| Namespace problems | The Thingie namespace refers to the datablock, not the object itself which is why calling %obj.sayHi... read more | 02/04/2007 (8:26 am) |
| UseInvAlpha - what does it do? | Thanks for your reply. Unfortunately, I didn't understand your description. Could you expand please?... read more | 02/01/2007 (11:37 am) |
| UseInvAlpha - what does it do? | Bump*... read more | 01/31/2007 (9:34 am) |