Search found 17 matches

by coder543
Thu Jun 18, 2009 1:58 am
Forum: Advanced Help
Topic: RTS-style right click movement
Replies: 11
Views: 1386

ok, thanks
by coder543
Wed Jun 17, 2009 7:46 pm
Forum: Advanced Help
Topic: Unit Selection Indicator
Replies: 7
Views: 1299

That is an interesting way to do it... right now I am turning whether or not the unit is affected by light on and off. I was hoping that it would be possible to draw a little circle around the units using primitives. See this http://www.playrage.com/wp-content/uplo ... aft3_3.jpg
by coder543
Wed Jun 17, 2009 7:26 pm
Forum: Advanced Help
Topic: RTS-style right click movement
Replies: 11
Views: 1386

can you tell me how it should look in code?

Assuming that tRay is the ray coming from the screen coordinate, and tPlane is the plane of movement.

I don't know exactly what to do with the variables even now.
by coder543
Wed Jun 17, 2009 5:16 pm
Forum: Advanced Help
Topic: RTS-style right click movement
Replies: 11
Views: 1386

from the documentation for getIntersectionWithLine() (http://irrlicht.sourceforge.net/docu/classirr_1_1core_1_1plane3d.html#81c6fd667e7018805f9fb388721e2f30)

[...]
lineVect Vector of the line to intersect with.
linePoint Point of the line to intersect with.
outIntersection Place to store the ...
by coder543
Wed Jun 17, 2009 2:58 pm
Forum: Advanced Help
Topic: Minimap
Replies: 4
Views: 892

ok, the minimap is working.

Thread solved.
by coder543
Wed Jun 17, 2009 1:25 pm
Forum: Advanced Help
Topic: Minimap
Replies: 4
Views: 892

lol, documentation... I really should, I guess I might spend a few minutes over there.
by coder543
Wed Jun 17, 2009 1:24 pm
Forum: Advanced Help
Topic: RTS-style right click movement
Replies: 11
Views: 1386

But wouldn't that defeat the whole purpose of the space game appearing to not have a plane? Or can you click on a fully invisible plane?
by coder543
Wed Jun 17, 2009 1:22 pm
Forum: Advanced Help
Topic: Fog of War
Replies: 5
Views: 1098

ok
by coder543
Wed Jun 17, 2009 1:21 pm
Forum: Advanced Help
Topic: Unit Selection Indicator
Replies: 7
Views: 1299

I am experienced enough with the engines in use that I can make a fairly large amount of progress quickly, but I've learned this knowledge in a short amount of time. Because I learned it quickly, there are holes in my knowledge. One of them is primitive manipulation. I could (theoretically) look up ...
by coder543
Wed Jun 17, 2009 12:10 pm
Forum: Advanced Help
Topic: Minimap
Replies: 4
Views: 892

Minimap

This one should be somewhat easy if I'm right. Would there be an easy way for me to draw a black box onto one corner of the screen, then calculate the locations of different units and put a colored dot on the black box relative to the realspace location of the unit? (Obviously to from a minimap)

I ...
by coder543
Wed Jun 17, 2009 11:37 am
Forum: Advanced Help
Topic: Unit Selection Indicator
Replies: 7
Views: 1299

*bump*
by coder543
Wed Jun 17, 2009 11:36 am
Forum: Advanced Help
Topic: Fog of War
Replies: 5
Views: 1098

How would I attach a LightSceneNode to a unit?
by coder543
Wed Jun 17, 2009 11:34 am
Forum: Advanced Help
Topic: RTS-style right click movement
Replies: 11
Views: 1386

The homeworld style would be acceptable, with two problems. One, I would still need to get a ray trace onto a nonexistant plane in order to determine where to expand the circle to. And two, I would have to draw a circle, something I am not familiar with doing.

I would like to have an 'assumed ...
by coder543
Wed Jun 17, 2009 1:18 am
Forum: Beginners Help
Topic: Another problem with terrain borders...
Replies: 12
Views: 793

Have you run the Example 12, terrain rendering? If it doesn't do the same funky stuff, then perhaps you could try using the heightmap that was demonstrated with example 12 in your own program to test for funkyness.
by coder543
Tue Jun 16, 2009 11:27 pm
Forum: Advanced Help
Topic: Fog of War
Replies: 5
Views: 1098

Fog of War

Is there a simple way to do selective fog of war? Say that I have user controlled ships, planets, and stars. Is it possible for me to make only the ships vanish when outside of the given sensor range?