General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12555834 views, last view: 11/06/2024 05:30 |
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for questions, announcements etc.
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Board Index
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#11617: Re: UI Buttons |
by SheeEttin
on 01/31/2009 21:59, refers to #11616
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What do you need them to do?
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#11618: Re: UI Buttons |
by satkod
on 02/01/2009 17:48, refers to #11617
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As of now I would be sufficient if they could execute a command
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#11619: Grass |
by tentus_
on 02/02/2009 16:56
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Does anyone else dislike the new grass in SVN? I've been hoping I'd warm to it, but I find myself missing the old grass. The new design just seems a lot more... tacked on and unnecessary.
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#11620: Re: UI Buttons |
by SheeEttin
on 02/02/2009 21:49, refers to #11618
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In SP, you can use triggers.
Another option--not just for SP--is to make a menu that opens on a bind for options for whatever.
Anything moderately complicated will probably require a source mod, though.
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#11621: Nice work with ragdoll deaths, but... |
by djGentoo
on 02/03/2009 00:47
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...Would it be too much to ask to have the monsters have ragdoll deaths too?
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#11622: Re: Nice work with ragdoll deaths, but... |
by a~baby~rabbit
on 02/03/2009 01:23, refers to #11621
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I believe someone would have to redo the monsters as md5 models and also create the required data files specifying joint constraints... volunteers?
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#11623: Re: UI Buttons |
by satkod
on 02/03/2009 02:13, refers to #11620
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Thanks.But when we use bind for a menu, the menu opens up only when the user presses the binded key. That is not I wanted. From the start of the map till the end, at any time, I want the user to have access to two buttons without him pressing any key.
Do I need to change the source to do this?
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#11624: Re: Nice work with ragdoll deaths, but... |
by Captain_Ahab
on 02/03/2009 02:54, refers to #11622
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I've got the ghoul and werewomen from the slow/(dead?). Eisenstern project rigged as .blend files. I also have a version of the ogro too as a .blend file.
Nothing fancy or great, but they might be useful.
do the rigs have to use specific armatures? How do you make the ragdoll joint constraints?
Is there any docs on the ragdoll yet?
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#11625: Re: UI Buttons |
by tentus_
on 02/03/2009 03:01, refers to #11623
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Yes.
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#11626: Re: UI Buttons |
by SheeEttin
on 02/03/2009 04:38, refers to #11623
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Well, you could just bind the two buttons' actions to keys...
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#11627: Re: UI Buttons |
by satkod
on 02/03/2009 06:38, refers to #11626
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SheeEttin, the problem is how to create those UI buttons such that they will be accessible all the time.
If I need to edit the source can you suggest which file to look into and what would be the general approach?
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#11628: Re: UI Buttons |
by SheeEttin
on 02/03/2009 20:59, refers to #11627
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I'm no coder, sorry.
I still think you're creating a complex solution to a simple problem, though.
If you told me exactly what it was you wanted these buttons to do, I could probably tell you "oh, just do this".
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#11629: Leaving... |
by demosthenes_
on 02/04/2009 08:01
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I haven't actually been all that present here recently; mostly just lurking and such. I'd just like to let everyone know that I'm going to be gone for a while (six weeks of Navy boot camp without electronics at all), so the best way to contact me is by e-mail. I won't get any of them until the end, but I will read through all of the e-mails. I won't end up reading through all of the forum posts I missed. So, anything you need me to see (which I can't imagine there'll be much of), you ought to e-mail.
So, goodbye for now. :)
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#11630: .. |
by Acord
on 02/04/2009 08:15
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Best of luck - always use a condom.
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#11631: Making A Single Player With Cube2 |
by Smokes_Quantity
on 02/04/2009 21:00
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Is it possible to make a "non-action" single player game with cube2? Say something like with zombies/army?
I really like cube2, but the thing is I don't like how its "bouncy/fast paced" like quake. Which leads me back to my first question, is it possible?
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#11632: Re: UI Buttons |
by satkod
on 02/05/2009 23:44, refers to #11628
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ok here is the detail.
I am building an application where I would like to give task accomplishing suggestions for the players all through out the task. Task is nothing but sequence of steps to be done in a map. Like shooting a tanker,opening a door etc. In brief terms, I am building a tutor for a particular task in a map. Now I want those buttons("Hint","Done") available to the player all through out the map so that the player can anytime click the Hint button to ask for a hint in the process of accomplishing his task in the map. Now I can do this with binding Hint button functionality to a key say "H" but I want to make it more easy by having the button available instead of user always clicking the H key.
Thanks
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#11633: Re: UI Buttons |
by c0rdawg
on 02/06/2009 00:13, refers to #11632
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But how are they supposed to click on these buttons? The mouse is used to look around and shoot... It might be easier to keep a message on the screen that says "Press H when you're done/if you need help" and have that bring up a menu...
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#11634: Re: UI Buttons |
by satkod
on 02/06/2009 00:54, refers to #11633
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Thanks for suggestion. But can you help me by telling how can I have the message "Press H when you're done/if you need help" appear all time on the map. When I use "echo" command the message goes off after some time.
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#11635: Re: UI Buttons |
by c0rdawg
on 02/06/2009 01:25, refers to #11634
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Cubescript has a sleep command, so you can use it to display a message every once and awhile.
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#11636: New Zealand server |
by RandumKiwi
on 02/06/2009 21:48
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Hey guys.
I recently brought some VPS space to run some AssaultCube servers on (amongst other things), but I have A LOT of spare RAM/bandwidth, so, seeing as there are NO New Zealand servers, I have created a New Zealand sauerbraten server for you all.
/connect randumkiwi.co.nz
Enjoy. I won't be monitoring it much since I only touch sauerbraten every now and then (I'm an AC player, some of the maps for sauer lag my computer down, even with optimal settings). The client limit is 18.
Oh, and if you're feeling nostalgic, there's also a cube server running with a client limit of 8.
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