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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Lazlo52 Secret Agent


Joined: 18 Nov 2017 Posts: 336 Location: N.J.  |
Posted: Tue Dec 25, 2018 9:51 pm Post subject: |
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Oops, sorry, I abruptly left to visit family for a few days!
MRKane wrote: | Sorry! Damn late night posts!
"First pad of the path" is what I intended to write.
Now suppose I make a path, then make a hover vehicle on the first pad, then attach a script to the hover vehicle to make it follow that path. This won't work - and if I look at the pads in the pad editor there's an object on that pad (as I intended) but also the action script attached to that pad (seems weird...) then if I delete the vehicle, the action script remains attached. |
Ahh, I see now! The Action Block isn't attached to the pad, it's just the Pad Editor reporting that the pad is in use by an Action Block. I'm betting that an action in your Action Block specifically refers to that pad, most likely you using some kind of "move 16-object to pad?" Even if you never attached anything to the script in the first place, the Pad Editor would still say a pad is in use by an Action Block. That's all it is, just the pad being used by an action. _________________
Quote: | 22 not happening nerds. forget about it. 23 til the day i die. |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1076
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Posted: Sat Dec 29, 2018 12:28 am Post subject: |
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Possibly it's just a bug. Still, it's working. I'll have to grab a copy of 3Ds or Maya and try making an animation that I apply to the object (which would reduce the number of repetitive blocks I need to have) - hopefully the free version will do the trick as the FBX animation export seems too weird to read with anything else. _________________ No Mr. Bond, I expect you to be re-coded! |
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CrashOveride Secret Agent


Joined: 24 Oct 2016 Posts: 339
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Posted: Sat Dec 29, 2018 5:52 am Post subject: |
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MRKane wrote: | Possibly it's just a bug. Still, it's working. I'll have to grab a copy of 3Ds or Maya and try making an animation that I apply to the object (which would reduce the number of repetitive blocks I need to have) - hopefully the free version will do the trick as the FBX animation export seems too weird to read with anything else. |
FBX works in my expeirence with 3DS max and XSI, the 3ds student version works fine in my experience _________________ Playing old, low poly games since 2003 |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1076
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Posted: Sat Dec 29, 2018 9:27 pm Post subject: |
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CrashOveride wrote: |
FBX works in my expeirence with 3DS max and XSI, the 3ds student version works fine in my experience |
Fantastic I'll grab the student version and see if I can make sense of the object animations. I was planning on making cutscene animations at some stage also to really try and do a good job with this mod, and a couple of new weapons. In saying that, most of it is told like Blood 2 (with minimal animation) as I'm not stupid either! _________________ No Mr. Bond, I expect you to be re-coded! |
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