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Re: m4carbine model [Re: vlau] #18935
11/28/06 18:00
11/28/06 18:00
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
Expert
mpdeveloper_B  Offline
Expert

Joined: Feb 2006
Posts: 2,185


- aka Manslayer101
Re: Index [Re: jcl] #18936
12/05/06 22:01
12/05/06 22:01
Joined: Sep 2003
Posts: 733
Whitefish, Montana
JazzDude Offline
User
JazzDude  Offline
User

Joined: Sep 2003
Posts: 733
Whitefish, Montana
A small tut that can be used for cloth or other organic shaped models using MED v.6.814.

Attic Games Cloth Tutorial

Re: Index [Re: JazzDude] #18937
12/12/06 10:58
12/12/06 10:58
Joined: Dec 2003
Posts: 112
Kamiomi Offline
Member
Kamiomi  Offline
Member

Joined: Dec 2003
Posts: 112

Re: Index [Re: jcl] #18938
12/21/06 09:15
12/21/06 09:15
Joined: Aug 2004
Posts: 1,305
New York
PrenceOfDarkness Offline
Serious User
PrenceOfDarkness  Offline
Serious User

Joined: Aug 2004
Posts: 1,305
New York
free camera script

Code:

function prence_camera //best camear ever... by far...really..
{
var cam_dist = 200;
var cam_dist_z;
var cam_ang;
var cam_ang_z;

var cam_speed = 0.2;

wait(-1);
while(1)
{
//camera
wait(1);
vec_set(temp.x, my.x);
vec_sub(temp.x, camera.x);
vec_to_angle(camera.pan, temp); // rotate the camera toward the player

cam_dist += mickey.z + (key_pgup - key_pgdn) * cam_speed;

cam_ang += (key_cur - key_cul) * cam_speed; //move clockwise or counter depending on arrow keys
cam_ang_z += (key_cuu - key_cud) * cam_speed; //move up and down with arrow keys

if(mouse_middle == 1)
{
cam_ang += mickey.x * cam_speed;
cam_ang_z += mickey.y * cam_speed;
}

cam_ang_z = max(0,min(cam_ang_z,89)); //dont go above 89degrees
cam_dist = min(1000,max(cam_dist,50)); //dont zoom out more then 1000 and dont zoom in more then 50

cam_dist_z = fcos(cam_ang_z,cam_dist); //trig don't bother
camera.x = my.x + fcos(cam_ang,cam_dist_z);
camera.y = my.y + fsin(cam_ang,cam_dist_z);
camera.z = my.z + fsin(cam_ang_z,cam_dist);
camera.z = max(my.z,camera.z); //don't go underground
}
}




"There is no problem that can't be solved with time and determination." -me
prenceofdarkness for instant messages on AIM.

Looking for a model designer
PLEASE, SEND ME A PRIVATE MESSAGE OR EMAIL IF YOU'RE INTERESTED.
Re: Index [Re: PrenceOfDarkness] #18939
01/10/07 16:22
01/10/07 16:22
Joined: Mar 2003
Posts: 4,427
Japan
A
A.Russell Offline
Expert
A.Russell  Offline
Expert
A

Joined: Mar 2003
Posts: 4,427
Japan


Code:

///terrainPointer
///A.Russell 2006/1
///Maintains an entity at the position under the mouse pointer
///Ideal for point and click games
///
///Now if someone can just make a projection shader that works
///with it, that would be ace.
///If you do, or if you have one please PM me on Conitec Forums



Link: Terrain Pointer Script

Last edited by A.Russell; 01/10/07 16:24.
Re: Index [Re: A.Russell] #18940
02/12/07 17:11
02/12/07 17:11
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
Scripts for an RTS:

-----------------------------------------------------

Here are the scripts for Wasteland.
As I currently dont work on it, you can have a look at them.

You can look up the scripts, see how certain things work, and use parts of it.
You are not allowed to use the complete or the major part of the script
commercially in an applications or distribution. Contact me if you have questions in this case.

http://www.wasteland.at/WL_scripts.zip

Here the demo:


http://www.wasteland.at/wasteland_clanwars_prototype.zip


I hope that the community gets a bit more into RTS Games then,
as there seem to be not very many projects on it.
You can see Pathfinding, basic AI, interface controll in action
and not just as document drafts.
I suggest to Use A6.31 Com or Pro for the development.
Newer versions might cause incompabilities.

Please dont ask me about specific functions in the game,
as I dont have time to describe them all. Use the scripts with the files
in the demo.
To make a own level, look up the routines in the pathfinding part
and create a datafile for the parthfinding.
It should not be too hard when looking up the way the pathfinfing uses the data.

Re: Index [Re: Damocles] #18941
04/10/07 20:34
04/10/07 20:34
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
Serious User
Dark_samurai  Offline
Serious User

Joined: Jul 2005
Posts: 1,930
Austria


ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)!
get free version
Re: Index [Re: Dark_samurai] #18942
04/14/07 14:05
04/14/07 14:05
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904

Re: Index [Re: HeelX] #18943
04/18/07 13:45
04/18/07 13:45
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
Creating trees with random variances in a level.

tree_generator.zip 2.8 MB



Re: Index [Re: Damocles] #18944
04/18/07 14:59
04/18/07 14:59
Joined: Dec 2005
Posts: 252
MyOwnKingdom
nipx Offline
Member
nipx  Offline
Member

Joined: Dec 2005
Posts: 252
MyOwnKingdom
AimWithLaser and RopeDown script, free for any purpose:

Demo and script


nipx

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