Legendslayer222 wrote:Dozey wrote:Finished work will be skinned and animated.
I would hope the weapons were skinned and animated before they ended up in game!
for sure ;D
thanks 4 opinion - now I know what will be fixed
Post Posted: 29 Jul 2011, 01:06
Legendslayer222 wrote:Dozey wrote:Finished work will be skinned and animated.
I would hope the weapons were skinned and animated before they ended up in game!
Post Posted: 29 Jul 2011, 11:31
Post Posted: 30 Jul 2011, 20:30
makemeunreal wrote:Yeaahh..i want see with my own eyes
Post Posted: 03 Aug 2011, 20:26
Post Posted: 03 Aug 2011, 20:34
Post Posted: 03 Aug 2011, 21:28
Post Posted: 04 Aug 2011, 09:09
UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.
Post Posted: 04 Aug 2011, 09:17
Post Posted: 04 Aug 2011, 16:07
diamond wrote:I think mover can interpolate like anything other or can be attached to interpolating object.
Post Posted: 04 Aug 2011, 17:08
Post Posted: 04 Aug 2011, 18:12
Post Posted: 04 Aug 2011, 19:33
integration wrote:So the helicopter can be shot down? Do you also want to control the helicoptor with the arrow keys?
Making a mover subclass definetely requires less coding. Adding a health variable and rewriting the takedamage function would be an easy way to simulate the helicopter being shot down. But with a mover, probably you would be stuck with the difficult to handle Pathobject and Pathpoints. And jumping would let you fly to the back of the helicopter.
In your position I would more bother about the implementation of the gun. Is a stationary gun like that from Xidia possible without recoding the playerpawn class?
Post Posted: 04 Aug 2011, 19:44
Post Posted: 04 Aug 2011, 23:01
makemeunreal wrote::twisted: goood...i like the mad shooting..and the mad shooting to Skaarjs too *__* Maan..i want to be one of the beta testers
Post Posted: 05 Aug 2011, 01:23
Dozey wrote:You'll have the chance to shot down LegendSlayers xD
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