Recent Posts

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91
id Tech 4 Scripting / Re: Multiple running script
« Last post by bitterman on January 28, 2018, 08:56:01 AM »
It's works fine with trigger_once but only one time.

Don't know how to reset trigger_once.
92
Welcome! / Re: HI My name is Muraqqi
« Last post by mahabub77 on January 27, 2018, 12:40:32 PM »
You are welcome. And i am new also.
93
id Tech 4 Scripting / Re: Multiple running script
« Last post by bitterman on January 26, 2018, 06:11:43 AM »
Thanks, Snehk

I make a script with one line

Code: [Select]
sys.println( "trigger" );
If player standing in trigger zone this message send to console at intervals approx. one second.

There is a "wait" k/v for trigger and it can give behavior which you describe above.

So, must be other solution.


94
id Tech 4 Scripting / Re: Multiple running script
« Last post by Snehk on January 26, 2018, 02:48:29 AM »
I think that trigger_multiple won't trigger again until player leaves it and then walks on/touches it again. I might be wrong though, and in such case it would re-trigger after the set delay is over.
95
id Tech 4 Scripting / Multiple running script
« Last post by bitterman on January 25, 2018, 10:04:18 PM »
Let trigger_multiply call a script which begin some actions with some entity.

What happen if the player still stand in trigger zone?
Is this script will be started again?
But if entity is already in action? Is script must set some flag and prevent multiply instances?

Is there a native flags/commands like "isTriggered" etc?

Thanks.
96
Strutt your stuff! / Re: fhDOOM (modernized idTech4)
« Last post by Snehk on January 25, 2018, 08:10:30 AM »
I have troubles building solution for MSVC 2013 using CMake on Windows 10. I have everything required to build it (exact versions mentioned in building section on GitHub), yet it throws out an error: Unknown cmake command "add_force_include".
97
Content for Games/etc. / Re: Sharing My Music / SFX - Over 1200 Tracks
« Last post by Eric Matyas on January 24, 2018, 08:53:08 AM »
Any chance to hear some music inspired by Diablo and Dishonored video game series ?  ;)

Feel free to send me links to some tracks. :)

Diablo OST:

Dishonored 1 OST:

Dishonored 2 OST:
list=PL8xrXIymoyrKXl4gn9jP1IWtI0NGhn6IY

Hey there, thanks for the videos. Those are the kinds of tracks that I create custom for developers. If you need something custom created for your project, feel free to email me and I'll see what I can do. My email address is at the bottom of my homepage. :-)

Well...another hectic week...but I managed to get some new tracks done:

On the Epic/Battle page:
"Battle of the Ancients" (Looping)
http://soundimage.org/epic-battle/

On the Funny 4 page:
"Soda Pop Factory" (Looping)
"The Happy Lush" (Looping)
http://soundimage.org/funny-4/

And on the Positive/Upbeat page:
"Better Days Ahead" (Looping)
http://soundimage.org/positive-upbeat/

Enjoy!
98
id Tech 4 Scripting / Re: Player's interactions with objects via keys
« Last post by bitterman on January 21, 2018, 06:29:39 AM »
On-trigger gui on the top of interacted item is a best idea IMO.

Is there a way to make gui surf always to stay in player's view?
(like 'deform sprite' for material but I can't find how to assign mtr to gui).

*********** upd ************

It's works fine on func_static with decal mtr and show/hide by trigger/script (right quad).
On func_static with gui the 'deform sprite' k/v works odd (left quad).

Not so flexible as gui (font type, align etc) but works as planned.

Now about key handle...
99
id Tech 4 Scripting / Re: Player's interactions with objects via keys
« Last post by bitterman on January 18, 2018, 11:41:58 AM »
Another way (looks like system font is fixed and can't be changed via script).
100
id Tech 4 Models and Animations / Blender 2.7.x MD5 exporter
« Last post by Snehk on January 17, 2018, 03:43:53 PM »
Just found it in the web. I'm going to check how it works in a few days.

https://github.com/TechnoPrometheus/Blender-2.7.x-MD5-Exporter
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