Search found 233 matches

by LannFyre
Fri Dec 21, 2018 12:07 pm
Forum: Mapping
Topic: The End. Enjoy my junk while it still exists.
Replies: 24
Views: 2020

Re: The End. Enjoy my junk while it still exists.

This post is wicked lame, if you are going to leave then either do it silently or leave on a good note. You might come back at some point, so why leave everyone with a sour taste in their mouths? Not that I want you to leave, hell I've been silent for almost a year and have no idea who you are but w...
by LannFyre
Tue Dec 11, 2018 4:47 pm
Forum: General Discussions
Topic: sad news
Replies: 7
Views: 776

Re: sad news

Well that's... Well..
by LannFyre
Thu Dec 06, 2018 2:35 pm
Forum: Coding, Scripting
Topic: Recording movement directions (Issue for UGOLD)
Replies: 4
Views: 351

Re: Recording movement directions (Issue for UGOLD)

I need to clarify that the playertick code needs to go into the playerpawn extension, as playerpawn has the function and not any actors I am aware of.
by LannFyre
Wed Dec 05, 2018 9:52 pm
Forum: Misc | Off-Topic
Topic: Widespread hashtags to get more players interested in UT99
Replies: 14
Views: 1170

Re: Widespread hashtags to get more players interested in UT

Do you REALLY want current gamers to find UT99? I just don't want to see old staff/members run off because of
by LannFyre
Wed Dec 05, 2018 9:50 pm
Forum: Coding, Scripting
Topic: Recording movement directions (Issue for UGOLD)
Replies: 4
Views: 351

Re: Recording movement directions (Issue for UGOLD)

You don't want to put that sort of thing into movement code. Instead either make an attach actor and give it an actor check then run a tick() with debug code inside or run it through a class extending PlayerPawn . You could make a debug button that deletes the actor or at least toggles tick() in the...
by LannFyre
Wed Aug 29, 2018 11:55 am
Forum: Misc | Off-Topic
Topic: Neat BSP/CSG engine
Replies: 0
Views: 335

Neat BSP/CSG engine

https://8ch.net/agdg/res/31318.html

Someone is writing a BSP/CSG based engine, looks neat so far, just thought I'd bring it up.
by LannFyre
Mon Jun 25, 2018 4:44 pm
Forum: Misc | Off-Topic
Topic: AVGfree leads to eeeeevil!
Replies: 23
Views: 3680

Re: AVGfree leads to eeeeevil!

Chamberly wrote:The question is... what is causing this to show up on the computer anyway? There had to be a hell of a download that gives you this.
Probably "research images".
Image
by LannFyre
Mon Jun 25, 2018 4:32 pm
Forum: Announcements
Topic: All Google and Facebook related scripts removed from site
Replies: 28
Views: 4066

Re: All Google and Facebook related scripts removed from sit

Higor wrote:Still getting rid of Lifelog... err... I mean, F*ceb*ok is good. (let's see who connects the dots)
Connected the dots, got two short lines in between text. This connect-the-dots picture sucks dude.
by LannFyre
Fri Mar 23, 2018 4:18 pm
Forum: Misc | Off-Topic
Topic: What other languages do you know compare to Uscript?
Replies: 26
Views: 3230

Re: What other languages do you know compare to Uscript?

Definitely not a wizard by any sense, still entirely a noob. I've only really using UnrealScript for UEngine 1, 227i for the past... Damn, 3 years now? I studied Python before hand, which helps because I'm moving to Godot with my project so I have to learn GDScript which is similar in some way to Py...
by LannFyre
Sun Mar 04, 2018 5:46 pm
Forum: Coding, Scripting
Topic: S.O.L.I.D. in UnrealScript
Replies: 17
Views: 4178

Re: S.O.L.I.D. in UnrealScript

Definitely appreciated. Higor sent me the spriteanimation manager actor and spriteanimation object I use now and it definitely opened me up to the idea of generally using 1 actor for individual tasks. My spriteparser (reads an ,INT for texture names) does this and is destroyed upon usage to prevent ...
by LannFyre
Sun Mar 04, 2018 5:42 pm
Forum: Misc | Off-Topic
Topic: [ugold227i] Making a sprite sheet out of fonts, maybe?
Replies: 4
Views: 606

Re: [ugold227i] Making a sprite sheet out of fonts, maybe?

No, what I have now is an .INT-parsing system that searches for the owner of the actor that will display the animated texture (Pawn is the owner of SpriteActor). If the actor's name is found in an .INT, the individual frames of the animation are stored in an array, so it is like: object=name=RPG_Pup...
by LannFyre
Sun Mar 04, 2018 3:48 pm
Forum: Misc | Off-Topic
Topic: [ugold227i] Making a sprite sheet out of fonts, maybe?
Replies: 4
Views: 606

[ugold227i] Making a sprite sheet out of fonts, maybe?

So I have more important things to pound out right now, but I just thought of a way to store my sprites for my animations better: make fonts. So let's say I use 0-9 for animations, each number would return a sprite frame of my character instead of a number as ASCII text. I haven't tested this at all...
by LannFyre
Sun Mar 04, 2018 3:38 pm
Forum: Coding, Scripting
Topic: Build variable array: Mutator or Rep. Info?
Replies: 10
Views: 1519

Re: Build variable array: Mutator or Rep. Info?

Absolutely, I just grabbed code and cut it up until it could be used to explain what I was doing. None of what I've written thus far seems like too much, does it?
by LannFyre
Sat Mar 03, 2018 11:00 pm
Forum: Coding, Scripting
Topic: Build variable array: Mutator or Rep. Info?
Replies: 10
Views: 1519

Re: Build variable array: Mutator or Rep. Info?

Instead of just inserting all the actors I have modified as well as their code, I've just taken out the individual variables and functions relevant to what I want to do. Relevant actors: > PlayerPawn (RPG_Controller or Controller, sends input to Puppet class) > ScriptedPawn (RPG_Puppet or Puppet, co...
by LannFyre
Thu Mar 01, 2018 8:56 am
Forum: Coding, Scripting
Topic: Build variable array: Mutator or Rep. Info?
Replies: 10
Views: 1519

Build variable array: Mutator or Rep. Info?

I have a struct array that contains variables. I need to write into the struct(s), the functions are already written. The struct array is contained in my player replication info. Would it be a better idea to hold functions that write to the struct array, contained in the player replication info clas...