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[Newton] Integration with A6 Templates #72341
04/27/06 14:03
04/27/06 14:03
Joined: Nov 2005
Posts: 9
Texas
Sam_Elliott Offline OP
Newbie
Sam_Elliott  Offline OP
Newbie

Joined: Nov 2005
Posts: 9
Texas
Installed Newton and could not get the Newton scripts to come up in Add Script. I included them in the main script file manualy and got them to come up but they don't work when I run the level. I used the Shooter Project template to create the script then added Newton. Also I had to move a copy of the Newton code fro Templates to Template6/ code. I had to move a copy of the Newton.dll file, hit.wav, and door_op.wav. I applied the Newton Ball Const to a shere model, saved and updated entities. The ball is frozen, as if no action were applied. I am running the Comercial Edition v6.31 and the V4RC4 template update.

My little games are all click togethers put together mainly to entertain visitors to my website. I am atempting to make them a little more interesting.


In this world, pure cussedness wil carry your further than a Comanche's pony. _Ned White 1880
Re: [Newton] Integration with A6 Templates [Re: Sam_Elliott] #72342
04/28/06 21:41
04/28/06 21:41
Joined: Nov 2005
Posts: 9
Texas
Sam_Elliott Offline OP
Newbie
Sam_Elliott  Offline OP
Newbie

Joined: Nov 2005
Posts: 9
Texas
Answering my own question again. For those of you who are wondering, the Newton stuff only is affected by Newton objects. Hence, the only weapon curently supported is weap_m16 in the old A5 scripts. Otherwise things seem to work o.k. if you are working with those scripts. All their demo stuff runs fine. I figured this out by opening the main script files on the Newton stuff and studying the code. I am a click together guy but please don't judge becaue of that. That method serves me well for what I do. Demo games will be available at wepstec.com Adios....


In this world, pure cussedness wil carry your further than a Comanche's pony. _Ned White 1880

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