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Re: About 106's behaviour... (Rather technical thread, bewar

Oh! Can you rewrite a tiny ammount of code so that his model can still be seen when disabled? Then give it to me? I want to test something. In 'NPCs.bb' lines 403 and 404 can be edited to alter the changes on 106 when disabled. It should be obvious as to what line 403 does, so you could comment tha...

Re: About 106's behaviour... (Rather technical thread, bewar

I took a quick look at the code, but I haven't found much. I'm not sure why 106 is placed at (0,500,0), but it is hard-coded into the game to send him there when he is disabled. His model is hidden when disabled, so you shouldn't be able to see him (Even if you turn wireframe on or mess with the fog...

Re: Containing 106

I did not know though that 106 can still spawn before even breaking the lure subjects femur, if you wait long enough. I will have to try that soon :D Sorry if my explanation wasn't clear. 106 cannot spawn until the button is pushed. The logic of the femur breaker is as follows: If button is pushed ...

Re: Containing 106

I looked through the source code that Regalis posted on the 3rd and noticed a few things about 106's containment. Turning the magnets off is not necessary, the game only checks if they are turned on at a certain time after the sound transmission and femur breaker are turned on. If you leave them on,...

Re: Dev Topic #2

I have some experience coding in C++, it was the first language I ever learned as a self-taught programmer. Though I will admit, I only have experience using 2D graphical libraries (SDL and SFML). If Regalis or answer42 would like any help in the translation of the engine I would be glad to use up s...

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