Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Functions - Game Engine Capabilities
Tanshaydar Offline
From Beyond

Posts: 3,085
Threads: 17
Joined: Mar 2009
Reputation: 67
#2
RE: Functions - Game Engine Capabilities

- You can set entities' state as static if they are not already static objects via functions: SetPropStaticPhysics("entity_name", false);
- Open Justine's first map. (InteractConnectPropWithMoveObject)
- SetEntityActive function comes handy in every situation. You can turn a mouse into an elephant

- Friendly NPC? You mean like Agrippa? Or a friendly Grunt who would give you a real hug. Grunt: no, Agrippa: yes
- Check out Flashlight topic and my posts about full conversion. Different lantern type objects at the same moment is not allowed.
- You can create many types of object. Check out my elevator gameplay to see if that's what you want.

Seriously, mess with ModelEditor and functions. Engine is capable of much more than we can imagine.

(This post was last modified: 05-20-2011, 09:52 AM by Tanshaydar.)
05-20-2011, 09:51 AM
Website Find


Messages In This Thread
RE: Functions - Game Engine Capabilities - by Tanshaydar - 05-20-2011, 09:51 AM



Users browsing this thread: 1 Guest(s)