Nameless Voice on 15/7/2009 at 08:43
I think nolens is for hiding the lens (in DromEd) on an object that has a physics model.
ZylonBane on 25/7/2009 at 02:03
Has there ever been a script that rotates or translates a joint as if it has inertia? Y'know, like to show something realistically swinging back and forth, or something heavy rising and falling.
Yandros on 25/7/2009 at 02:27
Like a pendulum which should have more speed at the bottom of the arc and slow down near the apex on either side?
ZylonBane on 25/7/2009 at 02:45
Exactly that.
Yandros on 25/7/2009 at 02:53
I would say that sounds hard for a script to do, but since it's all just math it should be straightforward. It could even make use of the mass and gravity properties of the object since they'd probably be used in the calculations anyway.
jtr7 on 25/7/2009 at 03:50
Reminds me of a clock a friend's family once had. When the weights on the chains would switch over, the pendulum would swing too hard on one full arc and KNOCK KNOCK knock knock knock. It wasn't so noticeable when everyone was awake and the TV was on, but it was pretty unnerving in the silence of the middle of the night. :sweat::cheeky:
Anybody use a clock to startle the player by striking the time?
Yandros on 25/7/2009 at 03:57
Nope, but that's a great idea.
Goes off to add something to his to do list...
ZylonBane on 25/7/2009 at 04:38
Quote Posted by Yandros
I would say that sounds hard for a script to do, but since it's all just math it should be straightforward. It could even make use of the mass and gravity properties of the object since they'd probably be used in the calculations anyway.
That's probably overthinking it. I'd just use a sine function.
qolelis on 13/8/2009 at 02:26
An improved AnimLight script that can sync SelfIllum to the Mode set in the Anim Light property would make all fading lights look better. For example if Mode is set to "Smoothly brighten" and millisecs to brighten is set to 1000, SelfIllum would smoothly go from 0 to 1 over the same amount of time.
I would use such a script right away.
LarryG on 29/8/2009 at 18:24
Quote Posted by Telliamed
gen & convict scripts(
http://www.thiefmissions.com/telliamed/scripts.html)
The API that you should start with is the lg library. Mainly lg/types.h lg/scrmsgs.h and lg/scrservices.h also see IScriptManager in lg/scrmanagers.h. And there
are comments there.
All you really need to do is toss away the Public, Common, T1, T2, and SS2 sources and implement your own subclasses. Read ScriptDef.cpp for a description of the build magic that puts it all together. And change the identifying info in script.rc. You shouldn't need to mess with the rest of the skeleton.
It also helps to be comfortable with COM, even though Thief doesn't really use it, the API bears a similarity. There are plenty of books about that.
Oh, and you don't need to use GCC if you already have Visual C++ at least version 6. Or Borland/Inprise C++Builder. Portable code is portable.
Will Visual C++ 2008 Express Edition be OK? Free from Microsoft "designed for students and hobbyists."