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Q: I'd really like to know the best method of setting up my gun so that the bullet has a smoke trail but not the standard square blocky pixels. A: You need to change function particle_fade() in particle.wdl; use a bitmap inside it and change its alpha parameter depending on particles' age. Q: I have a snipe action in the main wdl of my game and i was wondering how to go about making it so you could only snipe if you have a gun number 5 or higher. A: I am assuming that your sniper code is triggered by starting the function sniper_on (it can be an action, no problem). Open weapons.wdl and look for function gun_select(); change the code this way:
if(weapon_number == 1) Q: When I press the right mouse button I move forward. How can I get rid of this? A: Open input.wdl and comment this line as indicated: // force.X += strength.X*MOUSE_RIGHT*mouseview; Q: I want to add infrared vision to my game. How can I do this? A: Create a function that sets camera.ambient = 100 and add a green panel over the screen (i wouldn't choose this method) or add green fog; play with camera.fog = 1...100. Q: Please help me animate an entity this way: when I press "J" the player would jump and play the jumping animation frames. A: Here's an example: action player_moves Q: When I do a level change, the player does not bring his gun with him. How do i solve this? A: Here's an example from one of my projects: function level_restore () Q: Is it possible to have a enemy model blow up different then me? For example i blow up with flames and the enemy blows up with smoke. A: You can write a function that looks like _gib and then modify this piece of code in war.wdl: if((ME != player) && ((MY._HITMODE & MODE_HIT) == HIT_GIB))//(MY._HITMODE & HIT_GIB)) Q: How can i create a traffic light that has green, yellow and red lights? A: Here's an example from one of my projects: entity* red; action red1 // attached to red wmb entity action orange1 // attached to yellow / orange wmb entity action green1 // attached to green wmb entity action init_semaphore // an invisible entity placed anywhere in the level orange.ambient = 0; green.ambient = 0; waitt (80); red.ambient = 0; green.ambient = 0; waitt (50); red.ambient = 0; orange.ambient = 0; green.ambient = 100; waitt (80); red.ambient = 0; orange.light = on; green.ambient = 0; waitt (50); A: PCX files are smaller; you can use PCX or BMP for your textures and panels - they'll eat the same quantity of vidfeo memory. Q: I am pretty new at panels; what is a window? I have read the manual over and over and i still do not understand what a window is. A: A window is a rectangular surface that is being cut from a panel and lets you see what's behind that panel. You can specify window's position and size. |