Daniel Buckmaster's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Saving character inventory questions | This is all TorqueScript, which seems largely unchanged from TGE to T3D. All the methods we've discu... read more | 09/03/2010 (11:15 pm) |
| Saving character inventory questions | [quote]and will only require a few ifs including $pref::Player::ProfileA, $pref::Player::ProfileB, e... read more | 09/01/2010 (11:19 pm) |
| Saving character inventory questions | Also, if you're going down the preferences route, have a look at the way existing prefs are exported... read more | 09/01/2010 (9:27 pm) |
| DOF pain? | Also, the intended usage here is something you're [i]not[/i] supposed to look at :P. It's not the ca... read more | 09/01/2010 (1:21 pm) |
| DOF pain? | An idea a friend suggested is to actually take control of the camera in specific cases, physically n... read more | 09/01/2010 (8:18 am) |
| Workspace Picture Thread | Not much, but it's home! [image]http://img80.imageshack.us/img80/2209/img4770r.jpg[/image] A... read more | 09/01/2010 (8:11 am) |
| DOF pain? | Terrible video, but it gives some idea of the effect. [youtube=i14pzrGAIzg width=640 height=480]... read more | 08/31/2010 (9:42 pm) |
| DOF pain? | Hmm, I'll see. I'm actually using TGE, so the blurring effect isn't feasible unless I go all-out wit... read more | 08/31/2010 (12:13 pm) |
| mvTriggerCount0 | In TGE, there is a function called onTrigger that is called on a Player's datablock when one of thei... read more | 08/26/2010 (1:30 pm) |
| Actor Invisible? | There should be a datablock setting. Not sure where the player datablock resides in T3D, but maybe s... read more | 08/26/2010 (1:28 pm) |
| Nested object creation | Aha, thanks for that. I didn't catch that subtlety. At the moment, this is what I've got in compiled... read more | 08/18/2010 (7:59 am) |
| Nested object creation | I see - I didn't think there was anything particularly wrong with it, but... well, you never know. T... read more | 08/18/2010 (2:47 am) |
| Nested object creation | Thanks for the info! Good to know for the future. Amusingly though, my Waypoint class now has multip... read more | 08/18/2010 (2:28 am) |
| Boats | If you added proper buoyancy calculations to ShapeBase (do a 'find all references' on mBuoyancy, I'v... read more | 08/18/2010 (2:14 am) |
| Nested object creation | [quote](the inheritance chains there aren't declared "virtual")[/quote] Okay, I figured t... read more | 08/18/2010 (2:08 am) |
| Nested object creation | Aha, cheers. So I've found the bit where the adding happens, but it seems like a bad idea to hijack ... read more | 08/18/2010 (1:30 am) |
| Looking for advice from TGE & Blender users | Yes, the current exporter only works with versions up to 2.49b. The 2.5 scripting API is very differ... read more | 08/16/2010 (8:53 am) |
| Projectile Jitters | I would use a RigidShape (or whatever T3D's equivalent is) to simulate grenades, rather then a Proje... read more | 08/13/2010 (3:27 am) |
| Good Product for recording Video game Trailers? | I've been happy with CamStudio - free and works fine. Though it does have some problems with recordi... read more | 08/12/2010 (12:09 pm) |
| changing image for health state | [quote]plus i can't get getDamageLevel() to do anything[/quote] Presumably you want %client.getCont... read more | 08/09/2010 (2:12 am) |
| C++, how to learn to use it? | [quote]Where did you learn C++ for TGEA and will it work for me?[/quote] For what it's worth, I lea... read more | 08/08/2010 (11:35 pm) |
| Writing an iterator - lists of 1 element? | Ahh, thanks :). I did think of something along those lines in the shower this morning, but then the ... read more | 08/07/2010 (12:11 am) |
| Moving the player/client along a path | [quote]what I lose as a result of switching to AIplayer[/quote] Nothing. AIPlayer is derived from t... read more | 08/06/2010 (4:46 am) |
| Site searching headache | [quote]It doesn't appear to search the private forums though[/quote] Maybe that's why I like it so ... read more | 08/05/2010 (4:55 am) |
| CodeOnce (Where is it?) | It was one of the marketing bullet points for TGE/A. Not sure what it actually *was*, but I thought ... read more | 08/05/2010 (4:45 am) |
| Site searching headache | I find that using Google works adequately. Though it is annoying.... read more | 08/03/2010 (6:09 am) |
| Weapon Sway | Well, you might need animations for things like that! Without having to worry about 'bobbing around'... read more | 08/01/2010 (10:40 am) |
| Weapon Sway | With Jacob Dankovchik's resource, your player will animate fully all the time. Then you just mount t... read more | 08/01/2010 (3:28 am) |
| Weapon Sway | Oh - by doing away with ShapeBaseImages, I meant that I'm using actual objects as opposed to Images ... read more | 07/31/2010 (5:54 am) |
| I can't get TGE to run in Visual 2010 | Any more details about the problems you're having? I haven't tried 2010 yet... hopefully these issue... read more | 07/31/2010 (3:53 am) |
| Weapon Sway | [quote]Do I need to use the hide mesh resource?[/quote] What for? It's certainly a good addition, b... read more | 07/31/2010 (3:51 am) |
| Weapon Sway | Ideally yes, but Torque does some funny stuff with the player in first person. Like not letting its ... read more | 07/30/2010 (10:33 pm) |
| Weapon Sway | Ah, sorry - didn't catch that in the resource. weapon sway is a very tricky issue because of the ... read more | 07/30/2010 (7:00 am) |
| Weapon Sway | There isn't really a good standard way to do this. Are you using pretty much standard ShapeBaseImage... read more | 07/30/2010 (2:28 am) |
| Rotate Player Problem | The Player class makes a lot of assumptions throughout its inner workings that it will be oriented w... read more | 07/29/2010 (8:54 pm) |
| renderFirstPerson dependent on weapon datablock | As far as I'm aware, in script: "It can't be done!" If you want to mimic this effect, y... read more | 07/22/2010 (12:48 am) |
| Why are all the threads locked | Try the advanced search, and uncheck the Torque 3D (private) forum. It's beyond me why the site sear... read more | 07/19/2010 (6:39 am) |
| Oh goodie, another question about looping gun sounds | How about adding sound to the ready state, to finish off the firing sound? Alternatively, I'd agr... read more | 07/14/2010 (12:04 am) |
| Creating Shapes via code? | *Actually, I have no idea if fxRenderObject still exists in TGEA. If not, try to find the original r... read more | 07/06/2010 (6:08 am) |
| Creating Shapes via code? | Check out fxRenderObject- it's a great tutorial on how objects are rendered in Torque. If you want t... read more | 07/05/2010 (5:38 pm) |
| Problem with code | [code] %Gq = null; %Bq = null; [/code] I'm pretty sure this is incorrect syntax, but it's als... read more | 07/05/2010 (5:34 pm) |
| Need Help - $mvTriggerCount and NPCs | Don't worry about asking questions, that's what we're here for ;). Resources are a great way to star... read more | 06/27/2010 (12:32 am) |
| Game Engine Instructions | If you use a console method incorrectly, it'll print out its usage string. Also, check [url=http:... read more | 06/26/2010 (7:49 pm) |
| Need Help - $mvTriggerCount and NPCs | The jetting functionality is based on a move trigger separate to the jump trigger, correct? (Or is i... read more | 06/25/2010 (4:49 am) |
| Need Help - $mvTriggerCount and NPCs | That AIConnection trick should work, but using AIConnections just so that you can have jumping seems... read more | 06/22/2010 (8:50 pm) |
| using a c++ sceneobject class to draw multiple objects | I would have used the multipleCube class to actually create five singleCube objects - separate scene... read more | 06/16/2010 (4:51 pm) |
| TGE 1.4.2 - from years ago | There are a few of us out there who are holding out ;). The thing to keep in mind is that there is a... read more | 06/15/2010 (3:13 pm) |
| Melee weapon | You can also raycast along the damage-dealing part of the weapon itself, as a sort of half-way solut... read more | 06/15/2010 (2:20 am) |
| Does anyone understand the collision system? | I've just been through Player::step and modified it to work at any orientation - that uses a Clipped... read more | 06/13/2010 (8:08 pm) |
| Shadow clipping | I think I may have found the answer while looking for something completely different. Here it is in ... read more | 06/13/2010 (7:03 pm) |