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VicToMeyeZR

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Everything posted by VicToMeyeZR

  1. How did you link the objects?
  2. Which still hasn't been answered. Not That it effects me, as I just got BlitzMax, but that would be annoying for no reason
  3. awesome. Thanks Rick. I will learn a thing or three from this. now I just need to get my characters converted to gmf's, so I can start playing with it.
  4. Well if it wasn't really good, I don't think some of the big name AAA titles would have used it, do you?
  5. I was kind of wondering if that wasn't what was going on... I thought my 23 fans was enough. maybe have to wait till I get the water cooling. lol
  6. Must want it reserved for only them.. or maybe it will conflict with their coding, who knows.
  7. Yes sir. The file selector was exactly what I originally was try to say, but it didn't come out right. I am going to play with the idea a little also. See how I compare to the masters. lol
  8. what I was thinking, was a property field called HasInventory. That boolen, dependant on the actual character and game type would set which lua script to handle that actual inventory part. Yes it would be multiple if - thens, but would lessen the time building scenes.
  9. ooo.. this would help me out a bunch.
  10. Couldn't you accomplish the same thing, by adding a field to the Character/NPC Object. Then place THAT in the SQLlite file, and if the Character/NPC changes scenes it would persist? Basically, HasBag == 1 dofile(BagObject) or something to that effect. Or even a field in the editor that you could name what inventory item that character has, which would load the Lua.Object file for that item, then add it to the SQLlite file
  11. I don't have that specific issue, but I do keep getting the BSOD, but I also have gotten it with the FC2 Editor and the Crysis Editor. (never in game tho)... I turned off my XFire(and OC) and have not gotten a BSOD since, so we will see.
  12. Module LuGI.Generator I get a compile error from this line in the generator. I just got BMX so I know idea what I am doing yet.
  13. Your gfx mode was done by AndfGFX. of course his is still in a lua file, its just in a different lua file, but still hard coded. It really needs to be set at the first load, then written to a CFG file for storage, then if you crash while trying to load the mode you set, you can always manually edit the CFG file, and turn the settings back down again.
  14. I know it ain't much, but its a lot for me. (Good thing I got a good 2D designer on my side.
  15. center of the green is what he asked.
  16. perfect. Thank you rick. Not sure why I was putting LoadMaterial. lol yes function DrawOverlay() SetBlend(1) bottomgui=LoadTexture("abstract::Bottom.dds") DrawImage(bottomgui,0,736,1024,32) SetBlend(0) end AddHook("Flip",DrawOverlay) ahh, the beginnings of my HUD.
  17. ok, so bottomgui=LoadMaterial("abstract::DDS") DrawImage(bottomgui,0,0,1024,32) kind of like that?
  18. yeah, I was trying that one, and I just get access violation. Maybe my format... I tried a PNG.
  19. I am trying to find the command to load a 2D image... I see there is Draw...... for drawing shapes, etc., but if you just want to load a 2D image, how would you do that?
  20. I plus voted just for the sheer joy of plus voting.
  21. hm.. weird. I will try to crash it.
  22. VicToMeyeZR

    2.3 Sync

    example 2 lua file. fw=CreateFramewerk() not sure fw is already set in framewerks.lua why you are setting fw to create a new framewerk class? either way that is bugged.
  23. Its works pretty good for having AI's flank, and sneak up on the player all working together.
  24. I don't know if you just missed it in your copy and paste, but your missing a closing ' at the end of this " shcokwave only affects bodies in this distance" Which is commenting out your function closing's
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