Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
1 registered members (Dico), 16,767 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
sky.speed_u/v #165948
11/05/07 15:37
11/05/07 15:37
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline OP
User
Shadow969  Offline OP
User
S

Joined: Oct 2006
Posts: 873
does anybody know the way to convert this code

sky bla
{
speed_u = 10;
}

to Lite-C code?

my way

ENTITY* bla =
{
flags2 = SKY;
}

void sky_speed_startup()
{
while(1)
{
bla.u+=10*time_step;
wait(1);
}
}

is there a more convenient way to do that? uv shifting is too fast for a sky, and lower values(below 0.001) don't move it at all

Re: sky.speed_u/v [Re: Shadow969] #165949
11/06/07 14:27
11/06/07 14:27
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline OP
User
Shadow969  Offline OP
User
S

Joined: Oct 2006
Posts: 873
Problem solved
speed_u/v should be replaced by u/v in sky definition

Re: sky.speed_u/v [Re: Shadow969] #165950
11/14/07 18:12
11/14/07 18:12
Joined: Apr 2006
Posts: 624
DEEP 13
badapple Offline
User
badapple  Offline
User

Joined: Apr 2006
Posts: 624
DEEP 13
while you are on the subject of u/v , ive tried to use u/v on a water looking sprite to simulate the current and get errors , is this no longer available?


Moderated by  HeelX, Lukas, rayp, Rei_Ayanami, Superku, Tobias, TWO, VeT 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1