Search found 22 matches
- Tue Oct 12, 2004 6:10 am
- Forum: Descent Development
- Topic: Trying to shake things up
- Replies: 13
- Views: 2482
- Sun Oct 10, 2004 5:29 pm
- Forum: Descent Development
- Topic: need help for joining rooms
- Replies: 14
- Views: 2032
- Sun Oct 10, 2004 5:24 pm
- Forum: Descent Development
- Topic: Trying to shake things up
- Replies: 13
- Views: 2482
- 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
what is this "recoil force" anyway, where i can define it when the ship collide with a object?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?
- 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 ...
- Sun Oct 10, 2004 4:45 pm
- Forum: Descent Development
- Topic: 'Hooked on Scripting' didn't work well for me ...
- Replies: 10
- Views: 2140
- Sun Oct 10, 2004 4:42 pm
- Forum: Descent Development
- Topic: 'Hooked on Scripting' didn't work well for me ...
- Replies: 10
- Views: 2140
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- Thu Oct 07, 2004 2:43 pm
- Forum: Descent Development
- Topic: how to get player name in dallas
- Replies: 3
- Views: 1390
- 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.
- Mon Oct 04, 2004 5:18 am
- Forum: Descent Development
- Topic: Can't get scripting to work
- Replies: 9
- Views: 2015
- 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 ...
- Mon Oct 04, 2004 4:47 am
- Forum: Descent Development
- Topic: How the ProxMine works
- Replies: 8
- Views: 2256
- 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 ...
- 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 ...
- Wed Sep 29, 2004 11:21 am
- Forum: Descent Development
- Topic: How the ProxMine works
- Replies: 8
- Views: 2256
- 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 ...
- Wed Sep 29, 2004 5:08 am
- Forum: Descent Development
- Topic: Custom Objects
- Replies: 10
- Views: 2108
- Wed Sep 29, 2004 4:53 am
- Forum: Descent Level Spotlight
- Topic: Gameedit.com down?
- Replies: 36
- Views: 6751