Search found 22 matches

by yfmain
Tue Oct 12, 2004 6:10 am
Forum: Descent Development
Topic: Trying to shake things up
Replies: 13
Views: 2482

where can define a recoil force? i looked at the gamtools, but could not find it
by yfmain
Sun Oct 10, 2004 5:29 pm
Forum: Descent Development
Topic: need help for joining rooms
Replies: 14
Views: 2032

I never thought the '7' and '9' working too, that is great.
by yfmain
Sun Oct 10, 2004 5:24 pm
Forum: Descent Development
Topic: Trying to shake things up
Replies: 13
Views: 2482

Thanks, Duper
i know how to shake the enviorment around the ship in dallas, there is a command for in misc
but do you know if i can define this recoil force in dallas, i hope the ship can do this whenever it collide a object or even wall.
by yfmain
Sun Oct 10, 2004 5:13 pm
Forum: Descent Development
Topic: Trying to shake things up
Replies: 13
Views: 2482

Re: Trying to shake things up

Darkside Heartless wrote:How do I make a ship shake like when you shoot the MD? I thought it was recoil force, but that just sends you into reverse. Anyone?
what is this "recoil force" anyway, where i can define it when the ship collide with a object?
by yfmain
Sun Oct 10, 2004 4:47 pm
Forum: Descent Development
Topic: need help for joining rooms
Replies: 14
Views: 2032

To change player direction or just any object, go to object mode {ctrl-G}. Select the object of interest in Current room view. Use your number pad like you do for rooms to change its position and direction. i tried this too, but i could not see any changes in directions, the green arrows of player ...
by yfmain
Sun Oct 10, 2004 4:45 pm
Forum: Descent Development
Topic: 'Hooked on Scripting' didn't work well for me ...
Replies: 10
Views: 2140

unfortunately, i could not find a function can get player's name in osiris_import.h.
I wanna record and display pilot names, but havenot got a clue yet.
by yfmain
Sun Oct 10, 2004 4:42 pm
Forum: Descent Development
Topic: 'Hooked on Scripting' didn't work well for me ...
Replies: 10
Views: 2140

Interceptor6 wrote:Just increment a Uservar when you hit the object. I don't think there's a way you can display it on screen though.
you can display a Uservar as HUD msg, by using functions like "Shows a HUD message [message][integer]". be sure you have "%d" in your message string.
by yfmain
Sun Oct 10, 2004 5:31 am
Forum: Descent Development
Topic: need help for joining rooms
Replies: 14
Views: 2032

the way of pressing '3' works very well. what i need is only apply it to every room with same times of '3' key pressing. i tried to change the facing direction of the player object too, but I cannot change them. what i did was place it at the center of the current coordinate, then press '3' to turn ...
by yfmain
Sat Oct 09, 2004 7:11 pm
Forum: Descent Development
Topic: need help for joining rooms
Replies: 14
Views: 2032

got it, thank you guys. I made a mistake, the face in new room is slight different than the face i want to attach to. After i corrected this, all the methods you guys told me are working perfectly. Now i got another stupid question, :P I made a mistake that my level is on the orientation of vertical ...
by yfmain
Sat Oct 09, 2004 4:07 pm
Forum: Descent Development
Topic: need help for joining rooms
Replies: 14
Views: 2032

Thanks, Duper this makes more sense than what i have been doing, i can import a room much easier now. but the orientation is still a problem, it alway tends to attach at YZ plane while my original room is in XZ. i tried this "snap", it makes the attach more proper, but doesnot change the orientation ...
by yfmain
Sat Oct 09, 2004 1:51 pm
Forum: Descent Development
Topic: need help for joining rooms
Replies: 14
Views: 2032

need help for joining rooms

this might be a stupid question, but i could not find a clue after a full afternoon trying. I import a room into a new level, then i built another, how could i import the second on into the current level? what i know is copy in this room in the "world view" window, then use "place in mine" to paste ...
by yfmain
Thu Oct 07, 2004 2:43 pm
Forum: Descent Development
Topic: how to get player name in dallas
Replies: 3
Views: 1390

There is one can convert IT to player name(DLLPPic_GetPilot), in the <gamedll_header.h>.
I tried it, but only got compile errors.
by yfmain
Wed Oct 06, 2004 5:09 am
Forum: Descent Development
Topic: how to get player name in dallas
Replies: 3
Views: 1390

how to get player name in dallas

Can i get a player name as a string? i want show it as an HUD message. The IT seems not helpful, it is just a integer.
by yfmain
Mon Oct 04, 2004 5:18 am
Forum: Descent Development
Topic: Can't get scripting to work
Replies: 9
Views: 2015

reference the bottom window of your dallas dialog, you may find what errors happen there.
by yfmain
Mon Oct 04, 2004 5:04 am
Forum: Descent Development
Topic: My tutorial site...
Replies: 6
Views: 1632

Thanks to Robo, Good to see you here. I learned the basic from your site, it is really nice. Thanks to Kyouryuu too, those tutorials are great. you guys are brilliant. After reading in there a few months ago, i wrote an email to ask you a few questions, but neither of your emails appearing there ...
by yfmain
Mon Oct 04, 2004 4:47 am
Forum: Descent Development
Topic: How the ProxMine works
Replies: 8
Views: 2256

There are a few more overridable functions extracted from table.gam, i got them by following your idea, thanks,;) Seeker, sixgun, stinger, humonculous, sickle, Chemicalball, Hateptmc, EvaderModA, JoshBell GBPowerUp, Sparky, Mantaray, Barnswallow SpyHunter, FireAtDist Actually I think overriding ...
by yfmain
Fri Oct 01, 2004 3:03 am
Forum: Descent Development
Topic: How the ProxMine works
Replies: 8
Views: 2256

That makes sense for How the Proxmine works. Thanks, Int. I never did any weapons, but i guess it also needs to be defined how to behave in Dallas every time when you use them. I like the idea of overriding functions, this probably makes a custom robot more like the original one. Could you tell me ...
by yfmain
Thu Sep 30, 2004 3:24 am
Forum: Descent Development
Topic: How the ProxMine works
Replies: 8
Views: 2256

Thanks, but this thread did say what i want. I exported the Proxmine.oof and table.gam item out and make a new .mn3, then i use this robot in my level, just like what Jon did, but the new mines in my level are only standing there without doing anything. I have to shoot them to die. I write a script ...
by yfmain
Wed Sep 29, 2004 11:21 am
Forum: Descent Development
Topic: How the ProxMine works
Replies: 8
Views: 2256

Can we build such instruction files for custom Robots?
by yfmain
Wed Sep 29, 2004 5:23 am
Forum: Descent Development
Topic: How the ProxMine works
Replies: 8
Views: 2256

How the ProxMine works

I'm a newbie of D3E, and I wonder how the proxmine works. It is a quite simple object, and it does not have any gunpoint. But you know, when you hit it, it would explode and cover a very large range. I check the tablefile of this item, but nothing there. Is there anything in script which is doing ...
by yfmain
Wed Sep 29, 2004 5:08 am
Forum: Descent Development
Topic: Custom Objects
Replies: 10
Views: 2108

Do lighting before you put the custom in, you probably won't get your object see-through.
by yfmain
Wed Sep 29, 2004 4:53 am
Forum: Descent Level Spotlight
Topic: Gameedit.com down?
Replies: 36
Views: 6751

Hi,Thunderbird, there are still a few links in Beginner.htm not valid, Could you have a look if there is anything wrong with it.

Thanks,