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Suggestions & Requests / Re: dual wield weapons mod???
« on: November 02, 2007, 04:09:22 PM »
Don't just copy my mod and rename stuff. Doesn't anyone read the License for these things?
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schedule(1000,0,savetheworld);
function savetheworld()
{
for(%i=0;%i<64;%i++)
{
%a = nameToId("color" @ %i @ "sprayCanImage");
if(isObject(%a))
{
%a.delete();
if(getWord(getColorIDTable(%i),3) < 1){%s = "base/data/shapes/transspraycan.dts";}else{%s = "base/data/shapes/spraycan.dts";}
datablock ShapeBaseImageData(a : rainbowSprayCanImage)
{
colorShiftColor = getColorIDTable(%i);
projectile = "color" @ %i @ "paintProjectile";
shapefile = %s;
colorID = %i;
};
a.setName("color" @ %i @ "sprayCanImage");
nameToId("color" @ %i @ "paintEmitter").delete();
nameToId("color" @ %i @ "paintParticle").delete();
nameToId("color" @ %i @ "paintExplosion").delete();
}
}
}
%i = new TSStatic(){
shapefile = gunItem.shapefile;
position = [POSITION];
}I wonder if you can do the looking-through thing by making the portal a viewscreen of a camera mounted on the other portal, and switch them around so that Camera A shows at Portal B and Camera B shows at Portal A.
Not possible? I don't know jack about TorqueScript. :P
The rear view mirror code [and PlayGUI/Camera view drawing code] would be completely different to code for making a see-through portal. You cannot force clients to draw textures and primitives (Basic lines and pictures in the 3d world) without client commands. Drawing a view or surface stretched to fit a set of co-ordinates would be impossible.