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Post by Deleted on Mar 8, 2015 15:31:36 GMT
I don't want to read and write values for every single variable In the script just so that I can use it in another script within the same project. That will even make it easier to edit (if you need) and use comments as much as you can.I don't think that age matters in learning something, don't think that you are young to learn it because when it comes to videogame development everyone starts from zero
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Post by Deleted on Mar 8, 2015 15:34:30 GMT
The val issthe value of the object (or the value returned) obj_xx is the object id
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Post by Deleted on Mar 8, 2015 15:38:42 GMT
You can't exchange data of 2 scripts with the Val thing it is said in the post on the 3drad forum that one script can only have 9 values and 81 objects so you have to use multiple scripts for a big game
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Post by Deleted on Mar 8, 2015 15:40:33 GMT
Which brings us to the point that using a single script for a big project has limitations.
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Post by F1Andre on Mar 8, 2015 16:06:16 GMT
Thank you very much. I am probably asking to much questions here. How can I stop a script with an other script and if a do stop a script within the actual script itself with the I ScriptStop() how can it be started again with an n other script
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Post by Power Supersport on Mar 8, 2015 16:10:19 GMT
With iObjectStart()... I suggest:
int time; Void Main() { if (your condition) { time += 1; if (time == 1) iObjectStart(OBJ_X); } else time = 0; }
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Post by Deleted on Mar 8, 2015 16:11:57 GMT
well, forums are to ask questions, to stop a script it is not really necessary to use scripts you can use other components like event on value, input which are scripted and very easy to use.. give them a try they can do most of the things you are going to do using the script function, that's why 3d rad is good for non-coders too..
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Post by F1Andre on Mar 8, 2015 16:16:26 GMT
I feel kinda stupid now. I thaught of it as script and not object thanks
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Post by Deleted on Mar 8, 2015 16:34:49 GMT
no need to feel stupid it happens with everyone...
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Post by epicevan777 on Aug 21, 2015 17:23:57 GMT
Sorry about this... I suck at scripting.... Is there anyway to eliminate the clutch from the script alltogether? The car that I'm paddle shifter opperated with an automatic clutch. I've tried everything I've thought might remove the clutch, but it wont let me shift up through the gears anymore Evan Mulchay
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Post by F1Andre on Sept 3, 2015 13:27:56 GMT
What you would have to do is activate the clutch when you pressed a key. It's as simple as that.
--Andrรฉ
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Post by MonstaWolf on Nov 24, 2015 17:29:18 GMT
If I were to rewrite this script for use with a PCar, would I be allowed to use it in a game I'm making?
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Post by F1Andre on Dec 5, 2015 7:53:39 GMT
Sorry for the late reply Monsta, this script doesn't work with PCar since you don't have access to the same variables. If you use something like this on a PCar you would have to apply eternal forces instead of limiting power to the wheel and so forth.
You can use and modify this script as you like, if you need help just ask.
Andre
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Post by MonstaWolf on Dec 7, 2015 12:36:29 GMT
Okay, thanks. For now, I'm working on possibly just using the majestic-sounding gearing sounds
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Post by futurebreaker32 on Nov 11, 2016 13:03:00 GMT
3D Rad crashes(
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Post by TinSoldier on Nov 11, 2016 17:35:48 GMT
Heres something that may be helpful: www.angelcode.com/angelscript/sdk/docs/manual/doc_script_statements.html#ifOn the anglecode website it's mentioned in the documentation that using - If you have an integer (signed or unsigned) expression that have many different outcomes that should lead to different code, a switch case is often the best choice for implementing the condition. It is much faster than a series of ifs, especially if all of the case values are close in numbers. This process of gear changing and using something like - the "break;" command is also optional and prevents processing the remaining "case:" parts if not required, which speeds up processing too. This it says will process much faster if the case values are close together than a bunch of "if()" statements. I've been trying to use the switch statement where ever possible, but "if()" statements seem more flexible. Maybe i'm just so used to using "if()" statements...
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