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Messages - Alvar007

#1
OK that's great! :D
#2
Well, I don't know where are you from, but I'm from Spain and I use to be connected after 19:00 from mondays to fridays; and in the moornings and afternnons of weekends. Don't know what time is it in your country but I hope this helps ;D
#3
Of course I'll do! :D It's almost complete, so I'll send it to you soon. Still, I'll add you on xfire and I'll help you with whatever you need ;)
#4
Quote from: RyuzakiL.Lawliet on May 15, 2013, 05:08:01 AM
Under the mover properties, under collison advanced, there is something called path colliding (or something like that. Just set it to true (or false) don't remember ( just know you have to change it).
Then your mates will be able to pass the door :)
THX THX A LOT!!! Now it works and Delta Squad can go by their own and can pass through the door!!! I repeat, Thanks :D
#5
Indeed, you can make a tutorial about paths :D That would be great
#6
Thanks. I'll try it and I'll tell you :D
#7
I did all what you said bro.. I looked SP maps to see how this works, I have tried with triggers and all components but it doesn't work :(
I also tried looking in the unreal wiki in the door headland but it didn't help.
This is quite important becuase pawns won't pass through the door and also if I die beyond the door the game says: "Delta Squad not available" because paths are not connected and game thinks that they are very far but they aren't!
So I need help with this pls I will appreciate any useful information.
Thanks :D
#8
I have a problem :(  Paths in between doors are not connected. I'm trying to use a door node but I don't know how to attach a mover to this node. Pls help!
#9
Thx for the tutorial!!! :D
I'm working on an custom map. When it's finished, I would like you to try it, if you don't mind ;)
#10
Quote from: RC-1266 on October 21, 2012, 08:02:38 AM
I discovered another solution to bypass this problem after buying a new laptop.
This laptop has an option to select which graphics processor should execute the program.
Whenever I select my nVidia card to run UnrealEd, it will crash when scrolling through the texture browser and a shader passes by.
But whenever I select my integrated graphics processor to run it, it won't crash. Luckily this processor is good enough to run older 3d-stuff like UnrealEd fast enough.

For my laptop, I can choose this option by right-clicking a (shortcut to a) program and select an option that roughly translates to "Execute with graphics processor" and then gives me the options "Powerful NVIDIA-processor (default)" and "Integrated graphics".
Similar options might be accessible from a graphics card's control panel as well.

I hope this helps other people too ;D
Sorry, I can't do that :( or maybe I don't know where to select that option but i thimk I can't
#11
General / Re: How to create a stormtrooper skin in RC?
September 28, 2012, 11:17:42 AM
Men you were right! I found a helmet mesh called stormie and even a texture skin called stormtrooper but helmet is clonetrooper :S Why the hell is called stormtrooper then?
So now the question is: how can i join the stormtrooper body with texture stormtrooper helmet? (that is also with the mod) :D
#12
General / Re: republic commando bumpmapping win 7 hack
September 27, 2012, 10:53:33 AM
Then... what's the way to fix it? ;D
#13
General / Re: How to create a stormtrooper skin in RC?
September 27, 2012, 10:52:26 AM
With "static mesh" do you mean a pawn? Because i dont find any helmet on static mesh tab :S Can you give me a detailed explanation please? :D
#14
General / Re: How to create a stormtrooper skin in RC?
September 22, 2012, 04:30:52 AM
I am able to export a cloneskin but the question is about the helmet... How can i do it? Maybe with JKA stormtrooper skin? I was thinking about that but it hasnt the same structure as RC skins so i dont know... :S
#15
Announcements / Re: Welcome to the New forums
September 19, 2012, 10:13:04 AM
I didnt understand but never mind because i already have one