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Messages - Swollow

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406
Off Topic / Re: where hath the good memes gone?
« on: May 09, 2018, 10:39:05 PM »

H4H4 F0110W M3 0N MY5P4C3

407
Modification Help / Re: fxLight to follow shot projectile
« on: May 09, 2018, 12:53:48 PM »
I'm having trouble moving fxLights lol. I don't really know how to describe it. Here's what I'm putting in console:

Code: [Select]
==>%light = new fxlight(){dataBlock = PlayerLight;enable = true;iconsize = 1; position = "0 0 15";}; %light.setTransform("0 0 20"); echo(%light);
23226
As you'd expect, it creates a light at 0 0 15 and then moves it to 0 0 20. However, putting this in after:
Code: [Select]
==>23226.setTransform("0 0 25");
Does nothing. The light still appears to be at 0 0 20. But,
Code: [Select]
==>echo(23226.getTransform());
0 0 25 1 0 0 0
After setting transform to 0 0 25, getTransform tells me it's at 0 0 25, but it doesn't actually appear to be at 0 0 25, it's still at 0 0 20.

It's weird because I've definitely moved lights around before using setTransform and I don't understand why this is happening.
its because lights don't send their position over network once they've been established, because they aren't supposed to move unless they are attached to an object (although they aren't technically moving its just the object that is emitting the light that is moving)
although you could probably force an update by using %light.inspectPostApply(); I however would recommend against using this because I am not sure how well it will work over network with clients, the best approach would be to attach it to an object that is supposed to move

408
Modification Help / Re: fxLight to follow shot projectile
« on: May 08, 2018, 05:53:29 PM »
make the projectile a bot with no model and set its damage level to 100 so that its put onto the corpse mask so players can't collide with it and then parent the body remove function to add an exception to that datablock you can attach a light to it and an image for an emitter and you can adjust its physics settings to make it behave more like you want

409
Suggestions & Requests / Re: the infinity gauntlet
« on: May 07, 2018, 02:21:30 AM »

410
linkFlare = true;
linkFlareSize = true;

411
Modification Help / Re: [Script] New Torquescript Arrays
« on: May 01, 2018, 02:09:05 PM »
it is effectively slower than global variable tables, but this way i can use table methods and nest arrays, i'll probably write another version that doesn't use objects
??
i know its slower but I want to know how slower

412
Modification Help / Re: [Script] New Torquescript Arrays
« on: May 01, 2018, 02:19:16 AM »
i like the blue theme you have going but it does make it noticeably more difficult to read

also can you provide some benchmarks compared with global variables

413
that is definitely not just an outline and its also still 3d

414
most ancient carvings are just outlines and they aren't 3d

try looking at some references on google old egypt ones are a good point

415
Add-Ons / Re: Default Light Flare Emitters
« on: April 29, 2018, 04:13:02 PM »

416
Add-Ons / Re: Default Light Flare Emitters
« on: April 29, 2018, 04:12:36 PM »
every single light pun i could think of has already been posted here forget all of you
lighten up

417
Off Topic / Re: bill cosby found guilty on all counts
« on: April 26, 2018, 03:07:14 PM »
i've got a strange feeling that he admitted he did it because of the current social atmosphere in the US, and not because he's 100% guilty.
i've got a strange feeling you're an idiot

418
General Discussion / Re: Name Change.
« on: April 23, 2018, 01:00:11 AM »
get forgeted conan

419
anyone over 200k is a stud

420
Off Topic / Re: How to jack off with a broken hand?
« on: April 18, 2018, 04:55:09 AM »
use ya mind

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