Search found 22 matches
- Tue Aug 18, 2015 12:49 am
- Forum: Mod Creation
- Topic: LoG FrameWork
- Replies: 2
- Views: 3288
Re: LoG FrameWork
Fair enough, I guess I'll just post my stuff under its own heading then when I'm ready to do so.
- Mon Aug 17, 2015 5:04 am
- Forum: Mod Creation
- Topic: LoG FrameWork
- Replies: 2
- Views: 3288
LoG FrameWork
I've seen lots of scripts and projects for modding floating around. Has there been any effort to push them into one, complete framework as modules? These modules could be turned on and off as needed for each modding project. It'd be nice to have all this ingenious code in one place for the modder. B...
- Mon Aug 17, 2015 12:48 am
- Forum: Mod Creation
- Topic: cloneObject is nil
- Replies: 19
- Views: 17568
Re: cloneObject is nil
No this isn't for any cryptographic application. And, yes, cryptography is its own beast and a completely different topic. I've been studying that subject for over a year now and feel like I'm just scratching the surface. I was merely trying to get a very good sense of randomness when my level spawn...
- Sun Aug 16, 2015 8:17 pm
- Forum: Mod Creation
- Topic: cloneObject is nil
- Replies: 19
- Views: 17568
Re: cloneObject is nil
Oh, right, I'll change that, thanks all.
- Sun Aug 16, 2015 7:11 pm
- Forum: Mod Creation
- Topic: cloneObject is nil
- Replies: 19
- Views: 17568
Re: cloneObject is nil
I think that's being implemented when I'm using Time.deltaTime().
- Sun Aug 16, 2015 6:20 pm
- Forum: Mod Creation
- Topic: cloneObject is nil
- Replies: 19
- Views: 17568
Re: cloneObject is nil
I may do that, John, thanks for the invite. Do you have a link handy? Thanks for the tip on the GraphicsContext, I'll give that a shot and let you know how it turns out. I needed the mouse position to use at the start of my Mersenne Twister seed calculation. Adding a little user input as "rando...
- Sun Aug 16, 2015 7:18 am
- Forum: Mod Creation
- Topic: cloneObject is nil
- Replies: 19
- Views: 17568
Re: cloneObject is nil
Hey, thanks for the kind welcome back
. I'd love to join the project but I'm currently working on a dev team and going to school. I will certainly check it out though just to try to get some tips, thanks.

- Sun Aug 16, 2015 5:18 am
- Forum: Mod Creation
- Topic: cloneObject is nil
- Replies: 19
- Views: 17568
Re: cloneObject is nil
Got another question for you all since the Scripting Reference documentation is currently lacking.
I'm trying to get the mouse position. Now, the SR says to use a GraphicalContext to access this property but I could not find out how to find or create a GraphicalComponent. Any ideas?
I'm trying to get the mouse position. Now, the SR says to use a GraphicalContext to access this property but I could not find out how to find or create a GraphicalComponent. Any ideas?
- Sun Aug 16, 2015 3:22 am
- Forum: Mod Creation
- Topic: cloneObject is nil
- Replies: 19
- Views: 17568
Re: cloneObject is nil
Excellent, thank you very much
! I'll just have some refactoring to do throughout my code to account for this. Much obliged for all the quick responses
.


- Sun Aug 16, 2015 3:08 am
- Forum: Mod Creation
- Topic: cloneObject is nil
- Replies: 19
- Views: 17568
Re: cloneObject is nil
Lol, so, I just noticed you can use external scripts in this version of the editor...no need to hack my external scripts into the game. EDIT: I can load the scripts but they are not global for other scripts to see for some reason. So my Util script loads fine but the editor can't see any of the func...