Product Chat / Twitch Sessions - please send us your requests!

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Pirate Myke
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Posted: 23rd Oct 2015 12:51
Those weeping Angle where to most scary of all the Doctor who villains. Don't Blink.
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perelect
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Posted: 2nd Nov 2015 22:57
Feedback for ..

Broadcast #19: Lifts and Conveyor Belts
Nice broadcast. I hope the scripts will be included in the next update.
It would be good to see more broadcasts like this one.

Broadcast #20: An Introduction to HUD Graphics.
Yes, support to show multiple images on screen at the same time is really needed to make a practical custom hud.
If it is a quick fix, it would be great to get it in a future update soon.

Suggestions

It would be great to see a broadcast for working with NPC animations in lua.
I would like some tips on stringing animation together for the NPC's.
Using the GG Soldier animations and the GG Zombies animations.
Using animations like jump,kick,kneel,climb tided together with the walk and run animation.

Using function calls like SetCharacterToWalk(e) and also with frames like SetAnimationFrames(210,234)

Cheers
I may be old, but at least my memory still ....hmmm

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a3dartist
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Posted: 2nd Nov 2015 23:08 Edited at: 2nd Nov 2015 23:14
One thing i would like to know more about is how the light mapping works on models, i seem to can't get my tree models to work right they shrink after light mapping but when i set it to real time everything looks okay as it should be. I am using blender for models!! Also it takes a long time to render on some big trees. I don't know if its a bug or my models!! How do game guru set the models to be light mapped for game guru!! these are just a few things i would like to see in the twitch videos!!
Jeramie Carrell

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Soundwizard
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Posted: 3rd Nov 2015 00:28
Yo people! How's it hangin'?

I wanted to ask if it would be possible that you show us how to use all those wonderful, wonderful fireball/explosions/particles decals. You mentioned something in the last Twitch video about hiding and showing them, but I'd also like to know how to use them in, say, weapons or powers, like the fireball used by the mage character.

Also, I will insist on my question about rigging and importing characters/creatures from 3rd party software. I know, you hate me for these complex questions. I don't care, I shall pay you a beer someday

Last but not least, #TGCteamkicksbutt. Cheers!
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LeeBamber
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Posted: 4th Nov 2015 17:19
As promised in the latest Twitch Broadcast #21, find attached the script I created as part of the show. Have fun!
PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

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3com
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Posted: 4th Nov 2015 17:25 Edited at: 4th Nov 2015 17:35
Great! thanks a lot Lee.

PS: not able to find Broadcast #21 video, their link is not in main page yet, searching in youtube with not to aval.

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wermer
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Posted: 5th Nov 2015 02:18 Edited at: 5th Nov 2015 17:17
I noticed a problem ai_zombiework.lua. GameGuru functions dealing with angles return values in degrees, while lua's math library expects radians.

in ai_zombiework.lua, g_PlayerAngY is returning degrees and math.sin and math.cos expect radians

Change this:

newx = math.cos(g_PlayerAngY) * -50
newz = math.sin(g_PlayerAngY) * -50
SendMessageF("resetpositionx",e,g_PlayerPosX+newx)
SendMessageF("resetpositionz",e,g_PlayerPosZ+newz)

To something like this:

new_PlayerAng = math.rad(g_PlayerAngY)
newx = math.cos(new_PlayerAng ) * -50
newz = math.sin(new_PlayerAng ) * -50
SendMessageF("resetpositionx",e,g_PlayerPosX+newx)
SendMessageF("resetpositionz",e,g_PlayerPosZ+newz)

Similarly, jetpack.lua can be cleaned up a bit by changing

DestAngle = (DestAngle * 57.2957795) - 90.0

to this

DestAngle = math.deg(DestAngle) - 90.0



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Bored of the Rings
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Posted: 5th Nov 2015 09:39
excellent Twitch yesterday had to come out of the session early, but enjoyed what I saw. well done Lee!
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3com
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Posted: 5th Nov 2015 12:16
Very informative twitch, keep up guys.!!!

https://www.youtube.com/watch?v=ecBPaiFKONk

3com
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Pirate Myke
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Posted: 5th Nov 2015 13:28 Edited at: 5th Nov 2015 17:19
Thank you Lee.

Thank you wermer.
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perelect
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Posted: 10th Nov 2015 04:17 Edited at: 10th Nov 2015 09:21
Thanks for Broadcast #21.
It gave me some more ideas to try out.

Q. How does the Debug slider work in the TAB TAB menu.
It seem to operate in ranges of number ie: 1 to 10
Is there specific ranges for different situations?
That might make an interesting broadcast, or part of a broadcast.
Cheers
I may be old, but at least my memory still ....hmmm

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Ratall
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Posted: 10th Nov 2015 04:18 Edited at: 10th Nov 2015 04:53
Could you do a twitch on the sound system.

As I'm in Australia, thus It is not practical to join the live twitch so please forgive the detail of the request (follow up question not being possible during broadcast)

I see that the system has entity sounds,character sounds and music. I find the different systems a bit confusing. Particularly the character sound sets?

PlaySound(e,v)
PlaySoundIfSilent(e,v) -? is this total silence or only if this sound not already playing
PlayNon3DSound(e,v) -? whats the difference
LoopSound(e,v)
StopSound(e,v)
SetSoundSpeed(freq) --? does this adjust speed or frequency is it in hz ,bpm or what
SetSoundVolume(vol) --? db or percentage or .. does it apply to all sounds including music just one type of sound
SetCharacterSoundSet(e) -? what is a sound set how does it work
SetCharacterSound(e,str) -? what is the difference between setting and --
PlayCharacterSound(e,str) -- playing given both require same parameters
PlayCombatMusic(playTime,fadeTime)
PlayFinalAssaultMusic(fadeTime)
DisableMusicReset(v) -- whats this??

The above were the commands I found in global music.lua contains a few more.

The music.lua has some explanations in it but it seems to be telling me you can only have one music file per level containing a maximum of 4 tracks. which seems a bit limiting. The file in the docs folder "The Music System" does not help much.

How does it all fit together???


Also could you advise which is best for what.

For example if a wanted a malevolent voice whispering in the players left ear and a encouraging voice in the right ear with what they are saying keyed to location and what the player is using/carrying where would I start.

Is it possible to distort what the player hears to say imitate the post blast effects on hearing or the hearing effects of alcohol or other poisons.

How to trigger different mood music in different parts of the game and make the transitions smooth.

Thanks in advance



Rick (no not that one)
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Isagabe
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Posted: 10th Nov 2015 09:08
Sound twitch would be great as requested by Ratall. More lua tuts are always welcome and if there is a spare minute a brief explanation on panels. How to? What can go in them? Just text? Positioning. Thanks for teaching us so much in the broadcasts.
synchromesh
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Posted: 10th Nov 2015 12:44 Edited at: 10th Nov 2015 12:44
How about running through all the new build features this week , Occlusion slider, setting up the new light rays , lasso etc ..
Once released we could use it as a reference link for questions about the new build ?
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Emrys
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Posted: 11th Nov 2015 15:52 Edited at: 11th Nov 2015 16:07
Is there a Twitch session today?

edit / found it http://www.twitch.tv/gamegurulee
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Ratall
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Posted: 12th Nov 2015 06:03 Edited at: 12th Nov 2015 18:56
Lee
thanks for the sound twitch I've manage to see the first 20 mins or so. Unfortunately its raining so my internet is down to 126Kb too slow to for videoI hope to see the rest soon. Thought I'd say tanks before i loose the connection completely

R.
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Soundwizard
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Posted: 24th Nov 2015 20:05
Can we have a twitch about timers? I.e. how to handle time inside the game, make timers for bombs and other artifacts, spawn entities or draw events depending on game time elapsed, making in-game cycles, and so on.

Thanks!
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Tarkus1971
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Posted: 25th Nov 2015 10:14
great twitches, id like to see any sneak previews of what the new dx11 lights will look like… just so we can plan out existing maps in advance, but excellent works so far lee.
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Pirate Myke
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Posted: 25th Nov 2015 14:21
How about a twitch broadcast on calling the csi_Animations, like the punch or kick added to the AI_scripts.
I am finding it hard to find the pattern to call up what I want. The models have these nice animations in them, Just need to learn how to access them in script.

Thanks
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HarryWever
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Posted: 25th Nov 2015 15:15
Quote: "How about a twitch broadcast on calling the csi_Animations,"

Thats something i would also like to see.
cool

Harry
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Emrys
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Posted: 25th Nov 2015 15:34
Another + 1 here for csi_Animations
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LeeBamber
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Posted: 26th Nov 2015 00:32
Seems like we have a winner for next Wednesday in the "csi_Animations" subject. To expand on what I think you are after, its the ability to view animations locked inside our characters and then trigger those animations based on some LUA conditions, such as shooting a character in the leg to cause him to roll forwards, or even better react based on the direction you shoot him from...that sort of thing?
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Pirate Myke
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Posted: 26th Nov 2015 00:36
Sounds great. Thank you.
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perelect
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Posted: 26th Nov 2015 09:54
Quote: "Seems like we have a winner for next Wednesday in the "csi_Animations" subject. To expand on what I think you are after, its the ability to view animations locked inside our characters and then trigger those animations based on some LUA conditions, such as shooting a character in the leg to cause him to roll forwards, or even better react based on the direction you shoot him from...that sort of thing?"


Yes more like this please.

Also is it possible to play an animation, or part of an animation in reverse.?
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Tarkus1971
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Posted: 1st Dec 2015 12:11
also, how to implement and use the new upcoming sprite commands. How to load, setup and display 2 sprites, like a control panel with a 2nd sprite on top as a dial or needle pointer.
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LeeBamber
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Posted: 1st Dec 2015 17:17
In the next update I have fixed a bug which now allows you to play animations in reverse by simply setting the speed to a negative number Ravey will be in the Twitch hot seat this Wednesday, so get requesting if you want him to cover something specific such as the new Sprite commands as a good example!
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Nomad Soul
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Posted: 2nd Dec 2015 21:47
I'm not sure if this has been requested before but it would be really great if you could provide a link on the twitch / youtube videos to download the scripts used for that video even if they are only used for testing purposes. I've been having a lot of trouble trying to track them down on the forum so that would be useful.


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Tarkus1971
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Posted: 17th Dec 2015 13:32
How about a twitch that would feature some of community members work, be it entities, WIP's etc, be good to see what lots of people are doing, I know we have the forum boards and the store. But sometimes we can miss some good stuff.
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AceRimmer
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Posted: 17th Dec 2015 20:14
As Nomad Soul says - I would also really appreciate it if Ravi and Lee could post the scripts






Pirate Myke
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Posted: 17th Dec 2015 20:21
Here is the killquest one from the last twitch feed.
Attached below. It has 3 folder you will need to get the stuff in the right spot. Straight forward.
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perelect
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Posted: 18th Dec 2015 09:44
Is there any chance that the Lift and Conveyor Belts scripts could get posted here as well.
As per Raveys Broadcast #19 Lifts and Conveyor Belts.

Cheers
Desktop: Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz (8 CPUs), ~3.6GHz, Windows 8.1 64-bit, 16 GB Ram, NVIDIA GeForce GTX 750 Ti, Display Memory: 4018 MB. Resolution 1360x768, Passmark 3528.
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DVader
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Posted: 19th Dec 2015 20:56
I have already asked for this, but don't think it has been done yet. A weapons tutorial showing how to make your own weapon, or at least explaining the basics. I'm pretty sure a few people would like to see this.


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Pirate Myke
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Posted: 21st Dec 2015 15:31
Here are the scripts from the Twitch Broadcast # 19 Lifts and conveyors.
https://www.youtube.com/watch?v=0hyqHPQx6qQ

Don't forget to change the entity number in the scripts to the entity number of the objects you use.

For the conveyor script. You may need to rotate the objects to get them going the direction you consider move forward. You will see when you run it, if they are not the right direction.

See attached for the scripts.

You will need to add this statement to your global.lua file.
-- My add in for lift
playerOnLiftMode = ""


I made these from the video and tested them for the below map. enjoy.
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perelect
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Posted: 21st Dec 2015 22:22
Thanks Myke
I will test them out.
Cheers
Desktop: Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz (8 CPUs), ~3.6GHz, Windows 8.1 64-bit, 16 GB Ram, NVIDIA GeForce GTX 750 Ti, Display Memory: 4018 MB. Resolution 1360x768, Passmark 3528.
Laptop: Pavilion dv6 Notebook, Intel(R) Core(TM) i5-2410M CPU @ 2.30 GHz, Win 7 64 bit, 16 GB Ram, Radeon (TM) HD 6490M, 2336 MB Memory. Resolution 1366x768, Intel(R) HD Graphics 3000. (WEI 5.8)
Dagger_Valley
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Posted: 29th Dec 2015 01:50
I think we really need a tutorial video on how to trigger Checkpoints and Win Zones after killing an enemy or picking up an item. I only know how to trigger them by walking into them.
Teabone
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Posted: 29th Dec 2015 03:17
how do you play an audio file from the audiobank, without using the sound0 and sound1 method. I'd like to emit more than 1 sound effect. For dialogue and other effects.
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lordjulian
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Posted: 4th Jan 2016 18:40
Please do a broadcast about the 'music system'. I currently just use Sound Zones and I think the music system would be better. Thanks.
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a3dartist
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Posted: 9th Jan 2016 13:22
@wanderer189, Its really not that hard to have multiple textures on an object per-say a building. If working in blender you could have multiple textures written to the X file before its exported, and when you open your text file in like note pad or notepad++ you will see them all and you can even change them to a .dds since blender like .png files. You could simply edit them in your favorite program like Photoshop or gimp really to a .dds format for game Guru. I assume you know how to put a model in GG! My trees i sell on GG have two different textures and they work great! I am making a video of my buildings this weekend to show how its done bare with me! Ill post it when I'm done okay!
Jeramie Carrell
a3dartist
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Posted: 9th Jan 2016 15:18 Edited at: 9th Jan 2016 15:31
Here is a short Video for @wanderer189, just a sample of how you can add multiple textures but it always good to lay it out with only one!! Sorry about the video blobs my cpu and graphics card hates me right now!! lol, but you'll see what i mean! I can't record to much with GG and Blender for some reason today!!
Jeramie Carrell
a3dartist
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perelect
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Posted: 21st Jan 2016 10:15
I just watched the latest twitch on the upcoming sci-fi pack.

It looks like its going to be really good.
Here is a couple of things that I thought about.

1.Has anyone thought about a new set of textures for the players arms when using the jetpack.?
Maybe a set of arms for each type of the new characters.

2. A laser beam type gun would really go well in the pack as well.

Cheers
Desktop: Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz (8 CPUs), ~3.6GHz, Windows 8.1 64-bit, 16 GB Ram, NVIDIA GeForce GTX 750 Ti, Display Memory: 4018 MB. Resolution 1360x768, Passmark 3528.
Laptop: Pavilion dv6 Notebook, Intel(R) Core(TM) i5-2410M CPU @ 2.30 GHz, Win 7 64 bit, 16 GB Ram, Radeon (TM) HD 6490M, 2336 MB Memory. Resolution 1366x768, Intel(R) HD Graphics 3000. (WEI 5.8)

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Ditador Nicastro
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Posted: 27th Jan 2016 08:09
Hi guy, I'm starting with GameGuru and I made a 3d model in blender import/export to dx, then import to GameGuru, everything fine, my question is about lua script, I assigned a lua script called 'plate.lua' what I through I'm doing here is if the entity has no health will play the song and remove the object, in this case if I shot a plate will play the broken glass wave file and destroy the entity, but my logic doesn't seems right, if I put more than one plate and shot at only one all plates disappearing,

The files I'm using are attached and below is my code:



Thank you so much.

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Belidos
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Posted: 27th Jan 2016 11:53
Quote: "Hi guy, I'm starting with GameGuru and I made a 3d model in blender import/export to dx, then import to GameGuru, everything fine, my question is about lua script, I assigned a lua script called 'plate.lua' what I through I'm doing here is if the entity has no health will play the song and remove the object, in this case if I shot a plate will play the broken glass wave file and destroy the entity, but my logic doesn't seems right, if I put more than one plate and shot at only one all plates disappearing,

The files I'm using are attached and below is my code:
Thank you so much."


This threads for giving them suggestions on what to do their live videos about, not really for getting advice from.

You would probably get a much better and quicker response from the community members who are into scripting by making your own thread asking this in the scripts forum linked below.

https://forum.game-guru.com/board/2
Pirate Myke
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Location: El Dorado, California
Posted: 27th Jan 2016 12:38
You need to make your variable into an array, so you can assign this script to more then one object. Setup the top like Below.



Not the best at scripting, but using this method will allow you to assign the script to more then one object and not break them all at once.

Then start your main function and see if you get better results.
The script board would be a better place to get the info you need.
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J_C
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Posted: 27th Jan 2016 12:56
Hi Myke

Don't forget when you make a variable an array you have to index it to the entity..

plate_health[e] and plate_set[e]

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Pirate Myke
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Posted: 27th Jan 2016 13:03
Hello.

Yep Index it and you will be fine.
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Ditador Nicastro
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Posted: 27th Jan 2016 16:03
Thank you guys, sorry for the post in wrong thread.
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Pirate Myke
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Posted: 4th Feb 2016 21:03
Twitch broadcast # 33 script.

Driving car.

The car and the player have to be the same name. The cars ifused field needs to be the same name as the car also.

Assign the script to the car object you use.

Script attached below.
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msl_manni
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Posted: 18th Feb 2016 03:14
Please Externalize the entire camera and player control system and AI as LUA script before taking up anything else (Building Creator etc).
This will let us customize player control and AI.

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Pirate Myke
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Posted: 18th Feb 2016 04:36
This has already been decided by community vote what will be next and what is getting worked on.
You will have to wait, just like all the rest who want this feature.

Sorry.
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