Daniel Buckmaster's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Animating 1st Person Weapon for Walking | It's not exactly what you're after, but have a look for Jakob Dankovchik's 'more realistic first per... read more | 01/18/2009 (7:10 am) |
| Players using quaternions | This is the last time...... read more | 01/18/2009 (5:25 am) |
| Players using quaternions | I said never.... read more | 01/18/2009 (5:21 am) |
| Players using quaternions | Okay, never mind...... read more | 01/18/2009 (5:18 am) |
| Camera issues | If your control scheme is simple enough, it should be possible to control multiple Players over one ... read more | 01/18/2009 (1:56 am) |
| New GarageGames.com Feedback | The one thing I've always felt was missing on GG forums was seeing who made the most recent post in ... read more | 01/17/2009 (12:25 pm) |
| Code for extra player movement animations | Jeff: I've done something similar to what you need, I think. I just made the pickActionAnimation loo... read more | 01/17/2009 (10:32 am) |
| Code for extra player movement animations | I think the only logic you need to alter is that in Player::pickActionAnimation. Read through the lo... read more | 01/17/2009 (9:42 am) |
| Colliding with a rotated box? | Nope, I'm creating a new resource from scratch. Having a free-rotating Player and having a Player th... read more | 01/17/2009 (7:22 am) |
| Colliding with a rotated box? | Ha! Found the problem. In Player::updateMove, there was an 'early out' check that would skip the col... read more | 01/17/2009 (5:02 am) |
| Colliding with a rotated box? | Asfar as I know, that resource just deals with changing the size of the box, rather than actually ro... read more | 01/16/2009 (7:31 am) |
| What object is passed to a trigger? | Trigger callbacks are invoked on the server, correct? Shouldn't you just be able to set %obj.someAtt... read more | 01/13/2009 (10:41 am) |
| Set scale for weapons | Are your weapons mounted as images? There should be a datablock setting for image scale, shouldn't t... read more | 01/13/2009 (10:35 am) |
| Collision Detection for only AI Bots | One way you might consider doing this is by defining a typemask for AICollidableObjectType or someth... read more | 01/13/2009 (10:34 am) |
| Corner Points of Bounding Box ? | It depends on the relationship between the two vectors. Is the point given a corner, or the centre o... read more | 01/11/2009 (8:13 am) |
| Changing a bounding box position | For your specific application, it's not possible to just ask them to move out of cover? As for movin... read more | 01/11/2009 (8:12 am) |
| Vector math for anti-grav with direction | Oh right. Sorry about that ;)... read more | 01/10/2009 (12:58 am) |
| Vector math for anti-grav with direction | Is it coincidence, or are you aware that I'm currently implementing quaternion rotation for Players?... read more | 01/09/2009 (2:15 pm) |
| Vector math for anti-grav with direction | If you want to be really simple, just make it the opposite of velocity times some factor. That will ... read more | 01/09/2009 (7:59 am) |
| Worth using quaternions for Players? | Yep, quats have a SLERP method already. This is how I interpolate between two previous orientations.... read more | 01/09/2009 (7:49 am) |
| Vector math for anti-grav with direction | Whoah, now I'm lost :P. Nice catch in the Pythagorean rules only being for right-angled triangles :P... read more | 01/08/2009 (1:14 pm) |
| Worth using quaternions for Players? | Okay, I didn't make my intentions fully clear. I don't want to make the Player use rigid-body physic... read more | 01/08/2009 (11:36 am) |
| Worth using quaternions for Players? | Yep, physics shall be a minimum :P. I was actually just going to see ho much of Rigid I could rip ou... read more | 01/08/2009 (8:56 am) |
| Standing on moving objects. | Morrock: it may well have been, though I wouldn't have called that discussion excellent from what I ... read more | 01/08/2009 (8:22 am) |
| Vector math for anti-grav with direction | Okay, assuming the desired movement direction is a normal vector, then that is true. However, if des... read more | 01/08/2009 (8:08 am) |
| Player aiming | Look in default.bind.cs. Find the function yaw and just get rid of its contents (or remove the line ... read more | 01/07/2009 (9:16 am) |
| Standing on moving objects. | Do vehicles do this? I know they will push players our of the way, but what about using some sort of... read more | 01/07/2009 (9:14 am) |
| Vector math for anti-grav with direction | This is probably an unhelpful suggestion. I would have taken the desired movement vector, x, subtrac... read more | 01/07/2009 (9:08 am) |
| More mounted images | Thanks :). Yep, that was the one I meant.... read more | 01/07/2009 (9:01 am) |
| Worth using quaternions for Players? | Phew, I'm getting in deep here :P. Stefan: rotation is definitely one area that will be a problem... read more | 01/07/2009 (8:59 am) |
| Delay in setAimObject? | Or, if you really want to kill the problem, you could hack into the AI aiming code and just have it ... read more | 01/07/2009 (8:45 am) |
| 3D Parallax Starfield | Well, it doesn't seem to me to be a great solution to have static stars that actually exist in the l... read more | 01/06/2009 (9:58 am) |
| More mounted images | Link doesn't seem to work for me :P That's a shame... I was intending to have quite a few game obje... read more | 01/06/2009 (9:52 am) |
| Delay in setAimObject? | Knowing nothing about the specific problem you're having, I'd say that if you fire immediately, you'... read more | 01/06/2009 (9:50 am) |
| Worth using quaternions for Players? | Okay, I've done what little I can, and have *sort of* got climbing ladders working. Ish. Butthe prob... read more | 12/27/2008 (1:24 pm) |
| Certain missions crash the release build | Thanks Stefan :) Nathan - yep, that's Windows...... read more | 12/27/2008 (12:57 pm) |
| Certain missions crash the release build | Thanks! ... ...given than I'm a code newbie, where do I unset it? ;P I can find /RTC[b]s[/b]u set a... read more | 12/27/2008 (9:55 am) |
| Merging Missions | Do you mean the resource James posted? What trouble are you having specifically?... read more | 12/27/2008 (2:04 am) |
| Certain missions crash the release build | Well, I found the problem. Apparently, I had forgotten to initialised a member in the Player class. ... read more | 12/27/2008 (2:00 am) |
| Worth using quaternions for Players? | All right, thanks for the info guys. Stefan - good to know someone's already done this. I assume su... read more | 12/26/2008 (1:31 am) |
| How do I rotate a node about the y normal? | What problems are you having doing this in edit mode? Actually, I see the problem now :P. The 'no... read more | 12/24/2008 (12:11 am) |
| FPSC has simple physics, why can't Torque? | Yes, it's not an error with the coding. My point is that if you're getting explosive velocities with... read more | 12/20/2008 (1:13 pm) |
| FPSC has simple physics, why can't Torque? | [quote]A crossbow explosion applies an impulse of 2000. So a crossbow explosion will push a block wi... read more | 12/20/2008 (5:32 am) |
| Alternate Weapon Fire | J.C.: [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6382]Manual image ... read more | 12/19/2008 (12:49 am) |
| Random Dungeon Generation Theory | That's brilliant! It's great to see someone who knows what they want to do, and then just go out the... read more | 12/19/2008 (12:43 am) |
| More mounted images | Would there be a significant performance hit from making NetObject's mask bits a U64 instead of a U3... read more | 12/18/2008 (1:11 pm) |
| Random Dungeon Generation Theory | [quote]generate your .mis file before launching the mission[/quote] That's a good idea... I might j... read more | 12/17/2008 (8:39 am) |
| Random Dungeon Generation Theory | If you're doing level construction after lighting, you could force a relight somehow... Do you wa... read more | 12/17/2008 (5:05 am) |
| Only animating specific nodes | Brilliant, thanks for that :) Torque continues to pleasantly surprise me as often as it frustrates m... read more | 12/15/2008 (6:21 am) |
| Only animating specific nodes | So if I just don't animate certain nodes, will that work as well as excluding them? Thanks for all t... read more | 12/14/2008 (7:37 am) |