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Marleys Ghost

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Everything posted by Marleys Ghost

  1. CCTV using Leadwerks Engine 2.3 from an app. written in Blitzmax as a proof of concept. Source
  2. For Local X:Int = 1 To CountChildren( scene ) Local Child:TEntity = GetChild( scene, X ) Print GetEntityKey( Child, "name" ) Next Works for me in Bmax with a loaded scene.
  3. Just something you experiment with
  4. Well I can't take credit for the cam model .. can't even remember where I got it from might even be out of an old FPSC pack converted over... and the script for it was simply just calling its animations from lua .. I did alter the textures though as its original ones were far too clean and rust and dirt free to be where it was in that type of scene. I am currently brainstorming with mack about that
  5. Can't smite you when you are expecting it ... wheres the fun in that
  6. Well if I believed in reincarnation I might be under the impression that there would be enough time but ...
  7. WOW!!!!!! I am more of a god than I thought ... who'd have thunk Now ... put that code in code quotes !!
  8. To quote a hero of mine "No, I don't. I have to take in nourishment, expel waste, and inhale enough oxygen to keep my cells from dying. Everything else is optional" But it IS on the to do list and the purpose of having a closed-circuit camera entity will keep you posted.
  9. Thanks Roland, will try it out in a while
  10. There is a great tree pack you can download (if you have not already) European Nature Pack. Its by Michael Betke and well worth the Download
  11. vegetation_tree_spruce_2 is a protected asset an can only be used in the editor and not in seperate applications.
  12. Hmm, water into wine, "sure" ... cure lepers .. "doable" ... but Gimpy into a programmer?!?!?!?!? You're welcome, I am glad they are of some use to someone.
  13. The scene will be used for testing scripted entities and for a scaling reference for model conversion , thus visibility is actually a bonus in that endeavour
  14. No problems, glad its all working for you now
  15. Yeah .. they do that a lot ... but they normally mean the stuff THEY prescribed B)
  16. <wonders if recreational pharmaceuticals are at work here >
  17. yeah .. like that one Not sure its w00t worthy though .... but very good all the same <knows its friday and the only thing relating to COD gimpy's working on comes with chips and possibly a pickled egg or two B) >
  18. hmm possibly but considering I dont DO scripting when awake ... maybe it was one of the other "me's" ? B)
  19. Yeah then, but since have dont a full HDD wipe and reinstall.
  20. Well I don't remember altering it as I have done no road work but then I don't remember lots of things B) but thats my age ..
  21. I think its now changed Mack, to 0.055 as I have not adjusted mine since the fresh install. oddly just checked and seems fine at 0.1 on the deserthighway map .. but then the rumour is you exaggerate in matters of length .. seriously though looks fine to me. B)
  22. When you say "I have the deserthighway map tested" do you mean it works or not and was it tested using the code above? Also check your road_node.lua script has this at line 13 class.roadoffset=0.055 If it does try increasing this to: class.roadoffset=0.1
  23. No, but you can then save it in a format that can be converted to .gmf
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