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Re: help on level editor
[Re: umphafiz]
#263895
05/02/09 22:23
05/02/09 22:23
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Joined: Apr 2006
Posts: 737 Ottawa, Canada
Ottawa
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User
Joined: Apr 2006
Posts: 737
Ottawa, Canada
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Hi! To be able to see the action you will have to attach the script to the level. Files ....> Map properties....>add your script from the folder. Only entities have a behavior. Hope this helps. too late  Ottawa 
Last edited by Ottawa; 05/02/09 22:25.
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Re: help on level editor
[Re: Ottawa]
#264090
05/04/09 09:48
05/04/09 09:48
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Joined: Apr 2009
Posts: 18
umphafiz
OP
Newbie
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OP
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Joined: Apr 2009
Posts: 18
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hi ottawa,
your help is really right on target. well, now i am successful to model my tx and rx.however, i am stuck at the next point.
there are certain variables that tx_action chooses which i have defined in another file. how can i add all script files so that it is visible to my wed file? (i have elaborated this point below)
how can i add number of script files which contain certain functions of the ray-tracer? do i just need to put in the current directory or what else?For instance, when the tx sends rays to rx, there is a function, follow_path, how can i tell wed file to know about this function?
by the way, which tutorial are you referring to? I read the whole tutorial on WED you earlier told me. asif
Last edited by umphafiz; 05/04/09 09:55.
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Re: help on level editor
[Re: KiwiBoy]
#264195
05/04/09 23:59
05/04/09 23:59
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Joined: Apr 2006
Posts: 737 Ottawa, Canada
Ottawa
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User
Joined: Apr 2006
Posts: 737
Ottawa, Canada
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Hi! Like KiwiBoy says all scripts must be available to your game. Also : Giving a name to your entities gives you a lot of power.
action tx_action ()
{
ent_tx = my;
wait (1);
.....
The action starts your entity mouvements and the functions follow the tread that you establish. Ottawa 
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Re: help on level editor
[Re: umphafiz]
#265907
05/14/09 23:38
05/14/09 23:38
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Joined: Apr 2006
Posts: 737 Ottawa, Canada
Ottawa
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User
Joined: Apr 2006
Posts: 737
Ottawa, Canada
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Hi Asif  Yes models have a behavior tab...and to see the action that you wrote in SED...the level must be linked to that file in WED . In WED : Files ....Map properties...."Choose your script...main.c" Then you should see the action for your model.  My suggestion is to take a little more time and go thought the tutorials. If you have #include <default.c> at the beginning of your main.c file you should be able to move around if you press zero once your in your game. Ottawa 
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Re: help on level editor
[Re: Ottawa]
#267029
05/21/09 14:30
05/21/09 14:30
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Joined: Apr 2009
Posts: 18
umphafiz
OP
Newbie
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OP
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Joined: Apr 2009
Posts: 18
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hi ottawa thanks for your response. however, i had asked something different which is now resolved. next, in my ray-tracing program, i implemented reflection phenomenon and ignored refraction etc. now i want to add this feature as well. i can do programming part (scripting). however, i am confused how i will handle two rays. let me explain it in a bit detail. currently, there is a function (follow_path) in my script file which keeps track of a ray until it reaches receiver or lost by taking into account reflection.Now, if i introduce refraction, there will be two rays if a ray hits some glass material (one reflected and one refracted) and both should be tracked correctly. the reflected is already being tracked. how can i track refracted ray once i calculate it. i am thinking the program tracks only single for any given time so how will it handle this issue. i hope i have clarified my question, if not, i can send you my function if you lemme know how to attach a file here in this forum. cheerz asif
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