Search found 5 matches
- 17 Feb 2008, 12:41
- Forum: Game Development
- Topic: Scripting: the emit-sfx function
- Replies: 12
- Views: 1539
Re: Scripting: the emit-sfx function
Yeah I thought of doing that but we're going to start higher, making really big stuff available, you know, titans, capitol ships, horribly overpowered shield generators etc.
- 16 Feb 2008, 12:38
- Forum: Game Development
- Topic: Scripting: the emit-sfx function
- Replies: 12
- Views: 1539
Re: Scripting: the emit-sfx function
OK, good, are there any other numbers? SFXTYPE.h isn't the actual definition file, it just makes it easier to name stuff in scriptor, isn't it? Also, how does the pipe work (256|1 etc)? I should probably stop asking questions and just start modding, but I'm finding it really difficult to get models....
- 13 Feb 2008, 11:13
- Forum: Game Development
- Topic: Scripting: the emit-sfx function
- Replies: 12
- Views: 1539
Re: Scripting: the emit-sfx function
Ok, and this is all good and cool, and I can see ways where I can apply it (the 4096 and 1024 + n) but it fails to answer my real question. What to the other numbers do (i.e., those smaller than 1024)? StartMoving() { signal SIG_MOVE; set-signal-mask SIG_MOVE; while( TRUE ) { emit-sfx 2 from wake1; ...
- 12 Feb 2008, 09:37
- Forum: Game Development
- Topic: Scripting: the emit-sfx function
- Replies: 12
- Views: 1539
Scripting: the emit-sfx function
OK, I've only just started scripting and can *sort-of* do basic stuff, or look up how to do it, but I can't find anything on the emit-sfx function. I know that emit-sfx 2048 from piece spawns weapon1, 2049 weapon 2 etc, and I've also read that it can be used to create custom explosions. How do you d...
- 21 Feb 2007, 11:32
- Forum: Game Development
- Topic: GPL Code Repository
- Replies: 70
- Views: 19786