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Environment Files / [Skybox] TGE Demo - Blue Sky
« on: June 04, 2016, 03:33:06 AM »Sky_TGE_Bluesky A skybox ported from the Torque Game Engine demo (Includes scrolling clouds!) |
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Sky_TGE_Bluesky - (230.96 KB)
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Sky_TGE_Bluesky A skybox ported from the Torque Game Engine demo (Includes scrolling clouds!) |
Quote Note: I am not trying to steal Honno's thunder, i've actually been working on these since April 26th |
if(%col.getClassName() $="Player" || %col.getClassName() $= "AIPlayer")
{
if(%col.getClassName() $= "AIPlayer")
{
if(%col.getMountedImage(0) $= plasmaBladeImage.getId() && %col.isImageFiring() $= "0")
{
%this = %obj.plasmaBladeProjectile;
%this.directDamage = 0;
%this.explosion = "";
serverPlay3D(plasmaBladeClashSound, %obj.getTransform());
%proj = new Projectile()
{
scale = %obj.getScale();
dataBlock = esClashExplosionProjectile;
initialVelocity = %obj.getVelocity();
initialPosition = %obj.getPosition();
sourceObject = %obj;
sourceSlot = 0;
client = %obj.client;
};
MissionCleanup.add(%proj);
}else{
serverPlay3D(plasmaBladeHitFleshSound, %obj.getTransform());
}
}
}
else
{
serverPlay3D(plasmaBladeHitSound, %obj.getTransform());
}
parent::onCollision(%this, %obj, %col, %fade, %pos, %normal);
function plasmaBladeProjectile::onCollision(%this, %obj, %col, %fade, %pos, %normal)
{
-SNIPPED SWORD CLASH STUFF-
%player = %obj.client.player;
%pmount = %player.getObjectMount();
if(isObject(%pmount))
{
if(%pmount.getClassName() $= "WheeledVehicle" || %pmount.getClassName() $= "AIplayer")
{
if(%col.getClassName() $= "Player" || %col.getClassName() $= "WheeledVehicle" || %col.getClassName() $= "FlyingVehicle" ||
%col.getClassName() $= "AIplayer")
{
pushPlayerToObj2(%pmount, %col);
}else{
pushPlayerToObj(%ppmount, %pos);
}
return;
}
}
if(%col.getClassName() $= "Player" || %col.getClassName() $= "AIplayer")
{
pushPlayerToObj(%player, %pos);
}
}
function pushPlayerToObj(%player, %cpos)
{
if (!isObject(%player)) return; //make sure these are still objects, get rid of checking if the collision is an object
%ppos = getWords(%player.getTransform(), 0, 2);
%vec = VectorSub(%cpos, %ppos); //This automatically subtracts the positions
%len = VectorLen(%vec); //find the distance between the two coordinates
if (%len < 5)
{
return;
} //we don't check the same position because they won't be the same, just close to each other
%vec = VectorNormalize(%vec); //makes it small
if (%len < 15)
{
%vec = VectorScale(%vec, 30);
}
}
function pushPlayerToObj2(%player, %cpos)
{
if (!isObject(%player)) return; //make sure these are still objects, get rid of checking if the collision is an object
%ppos = getWords(%player.getTransform(), 0, 2);
%cpos2 = getWords(%cpos.getTransform(), 0, 2);
if(%cpos.getClassName() $= "FlyingVehicle"){
%cpos2 = VectorAdd(%cpos2, "0 0 1");
}
if(%cpos.getclassname() $= "WheeledVehicle")
{
%cpos2 = VectorAdd(%cpos2, "0 0 2");
}
%vec = VectorSub(%cpos2, %ppos); //This automatically subtracts the positions
%len = VectorLen(%vec); //find the distance between the two coordinates
if (%len < 5){
return;
}
%vec = VectorNormalize(%vec); //makes it smallif (%len < 15)
if (%len < 15)
{
%vec = VectorScale(%vec, 30);
}
if(isObject(%obj.client))
{
crossHair.setBitmap("Add-Ons/weapon_plamablade/esret_notarget");
}
If you were to check Steam right now, Garry’s Mod still costs ten dollars. Even after all these years, all the publicity, all the money, the players, the demand. Given how well-established it is now, would Newman ever consider upping the modest price tag?Full story: http://www.pcgamesn.com/garrys-mod/the-making-of-garrys-mod
“No,” he says. “I mean, we’re kind of working on a sequel, so it’d be stupid to the raise the price. It’s early days. We’re looking at having more VR stuff in it - that’s the big point of it. And it won’t be called Garry’s Mod 2.”
VR in Garry’s Mod. I’ll let that sink in for a second.
Next year marks Garry’s Mod’s ten year anniversary on Steam. Whilst Newman suggests he might organise something in celebration, he notes that “it won’t be anything crazy”. How the community reacts, on the other hand, could be another matter entirely. For this is the true beauty of Garry’s Mod: 11 years on and the community is still surprising the man that created it. Dealing with the ever-evolving expectations of such a long-standing community, though, isn’t without its challenges.
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We Bare Bears - Behind the Scenes | San Diego Comic Con I Cartoon Network Check out this exclusive behind the scenes look at Cartoon Network's new series, We Bare Bears! New series premiering Monday, July 27th at 6:30/5:30 central! |