After a while i went back to earth design and crossed the script with my 3rd person script i was working on for a while (inventory etc). So back to scary melee horror again. The content building takes a lot of time, but iam happy how good old acknex looks and things going. Performance is very good for now thanks to instancing of models. I wanted realtime shadows from players flashlight. In order to do this i had to deactivate GPU bones anm in shadeCevo. So enemy amount is very limited now, which fits the scary horror style, no big problem.
After running out of gas and a blackout, players wakes up in a medical chair and cant move. Even if i worked weeks on space maps...i wouldnt call it waste of time. Learning by doing
All ai's are 100% new from the 3rd person work. Like one enemy that jumps to/walks on ceiling.
Hi, I've developed a code to trade based on candle patterns using advise functions with PATTERN method. It runs fine on a list of assets, creating a specific set of rules for every symbol in the list. But, as I'm looking for candle patterns across all symbols, I would like to create a common set of rules for all assets. Is it possible? And how? Thanks in advance,
Some info and a screen about my open world treadmill project.
I wrote a small spreader tool, which spreads grass positions over a 8192x8192 (terrain tile) size. The grass positions initially have a z-position of z=2000 quants above the terrain. A lite-c routine then puts them all down on the terrain surface via tracing down (done with c_trace, there is an example in the GS manual). While all grass positions on the surface are found they are also written into a seperate .dat file. This one then can then be used to create certain surface vegatation (or other stuff like rocks etc.) direcectly from a text .dat file. The spreader routine checks for double positions, and avoids mdls placed too near to each other or above each other.
Please note, the screenshot you see is from one tile of the treadmill/tile world. All other tiles can be covered with this method also. It's also a very early screenshot and not very perfect concerning graphics.
Best wishes !
Wear that mask, keep some distance and live disciplined (although its not easy, I know :-))
For keymapping and controller buttons there is the key_pressed(x) command that lets you place a variable x to help rebind keys to different commands. So I can assign x as 17 and it key_pressed(x) will be activated when the W key is pressed.
I'm wondering if there is anything similar for using joysticks and triggers.
I know joy_raw and joy_rot hold the joystick and trigger inputs. But if a player wanted to rebind the way joysticks work, is there any command that would allow me to swap one input for another?
Something like joy_direction(x) that would allow me to assign joy_raw.x, or joy_rot.x as the x variable.
Right now, it seems like I would have to check for each possible input in each frame, unless there is some way to pass joystick inputs to some kind of variable, like key entries and controller buttons are.
I learn the use MT4 broker plugin. I begin with easy but I found first problem:
LookBack = 0;
BarPeriod = 1;
printf("\nSS: %d SC: %d",SET_SYMBOL,SET_COMMENT); // show SS: 132 SC: 180
brokerCommand(SET_SYMBOL,"EURUSD"); // also I trying the "EUR/USD" - the same
I trying send the COMMENT to chart with symbol "EURUSD". Plugin I have load in chart symbol "GBPUSD". Comment every time show on the chart "GBPUSD" not "EURUSD"
Where I have bug?
This command is not implement / SET_SYMBOL / int the zorro.mq4 - because mql4 fce comment("string ") can be use only for current chart First problem is problem MQL
So, I know 3DGS/A8 has been pretty "static" for a while now, and who knows what the future holds for it. However, I've decided to pick it up again anyway. Why? Well, I like the all-in-one game creation setup, and I know it's still capable of creating fun games; certainly the kind I'd be wanting to make with it.
I can't find my original A7 info, unfortunately, so I'll have to repurchase a new license. I bought the Extra edition for now. Can always upgrade later as necessary/appropriate.
Anyway, I'm wondering if there's any good tutorials out there that have been created in the last several years? Preferably in English. I've searched around for some, but only find all the same ones that I remember from last time I used 3DGS. Anything new since then maybe?
Time to dive in and re-learn lite-C and how to work with the tools.
I trying many way, how to repare this: a) delete file symbol.t6 and run script download.c / working b) run script without delete file and run script download.c / not working c) run script withoud delete with and run script download.c with option OVERRIDE / not working
version 2.30 - if running the trade AOS - not save new candle into symbol.t6 ( 2.32 also not )
I trying found any SW function ( I not happy with this )
I have a Idea:
// becouse I not found the fce how to add new data in the middle symbol.t6 // load data into dataset loadMaster(); // work OK
I have an idea for optimize() to use multiple CPU cores. For every test parameter set, you can open a new Zorro process to test and get results back. And you can limit the process numbers, Just like WFO using NumCores Could you do that?