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Creativity / Re: The new and improved 3D model topic!
« on: March 13, 2011, 11:58:39 AM »Looks more like a
BUMBUMBUMBUMBUMBUMBUMBUMBUMBU MBUM
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Looks more like a
It is mount0.I thought so.
I'll try the LODs.
Still nothing.
What.I was talking about how he wanted to have a full circle in theta degrees, which is not advisable. Sorry for the confusion.
All he was trying to do up until the post I just quoted was to get it spin in the way he wanted. I just gave him the code for mounting particle effects to the player.
Yea but i'm using it as an emitter mounted to the player's hand, like a light ring around the player's hand.There is no way to do this in the manner that you were doing.
Some medieval towers are squares or the exact same shape of this.You made it mostly circular. I think it's a lot nicer if you had made it either all the way square or all the way circular. But that's just my opinion.
-snip-I lol'd
Other than remove the links, I renamed barrel100 to muzzlePoint. That's it.Try re-assigning your joints to the meshes.
Is it possible?I'm pretty sure.
Edit again-
Looking into the script i found the camera look angle codeCode: [Select]uiName = "Jeep ";
rideable = true;
lookUpLimit = 0.00;
lookDownLimit = 0.00;
ive already changed mine but you change the value of look up and down limit to whatever angle you want it, when set at 0.00 and 0.00 the player laid flat with his legs, change it to whatever angles you want it locked on such as .50 .50 to stay still or .50 .0 and it should beable to sit up straight or look down all the way.

datablock ParticleEmitterData(LightLightAmbientEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 1;
velocityVariance = 0.5;
ejectionOffset = 0.3;
thetaMin = 89.7;
thetaMax = 90.3;
phiReferenceVel = 0; //360
phiVariance = 360;
overrideAdvance = false;
particles = LightLightAmbientParticle;
uiName = "LightLight Ambient";
};This script will work 100% of the time, but you will have to set the direction.