Michael Nadel wrote:
I am willing to pay (with paypal) for someone to help me with a idea I
have in 3D. I don't have enough 3D experience to make this myself, but
it shouldn't be hard to do. I need a .dir file example with adjustable
code of a tunnel made in 3D. I need that the viewer should feel
What didn't work? Sorry but I'm confused as to what code you've tried,
your recent handler still has the isOKToAttach arguments a bit wrong as
there _is_ a reference to the script member passed as the first
parameter. For example, I make this as a behavior (named "isOKToAttach
Test":
function isOK
Yup, you are correct - as you probably can guess, I haven't used this
feature yet.
Sounds like something else in his parent script.
Irv
At 2:07 PM -0500 2/24/06, Rob Romanek wrote:
Hey Irv,
the channel(6) syntax is correct since makescripted takes over the
whole sprite channel, with the new
Hey Irv,
the channel(6) syntax is correct since makescripted takes over the whole
sprite channel, with the new DOM that's how you access it, sounds are
accessed by _sound.channel(1) or just sound(1)
Rob
On Fri, 24 Feb 2006 10:41:18 -0800, Irv Kalb <[EMAIL PROTECTED]> wrote:
I'll bet that t
I'll bet that the problem is in the single line that you showed us:
channel(6).makeScriptedSprite(member("video.mpg")),point(499, 257))
The syntax for makeScriptedSprite is:
spriteChannelObjRef.makeScriptedSprite(memberObjRef, loc)
So, try replacing your line with:
sprite(6).makeScriptedSprit
Sorry Tom, that didn't work. For some reason, when I add that handler,
the behavior won't attach to anything.
- MM
In contrast to what you state, there's no scriptReference param passed??
>From the documentation:
// JavaScript syntax
function isOKToAttach(aSpriteType, aSpriteNum) {
switc
> I'm dabbling in the js syntax and I've found that adding the
> below to a behavior won't allow it to attach to anything.
> Am I missing something?
>
> - MM
>
>
>
> function isOKToAttach(spriteType, spriteNum){
> switch (spriteType) {
> case symbol("graphic"):
> retur
Hi list...
I'm dabbling in the js syntax and I've found that adding the below to a
behavior won't allow it to attach to anything. Am I missing something?
- MM
function isOKToAttach(spriteType, spriteNum){
switch (spriteType) {
case symbol("graphic"):
return true;
Am 24.02.2006 um 13:58 schrieb Christoffer Enedahl:
LOL! hmmm how about 550£ ?
£545 here !
---
|||
a¿ex
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Hi Kraig and Irv...
I'm laughing at your responses! I guess I wasn't clear. ;-)
Irv...you pretty much answered my question. I have this utility
behavior (see below) that I use in many of my projects. This project's
score is only three frames long. On frame two, I swapped my utility
script to
And of course, that wasn't meant to go to the list! Sorry.
*Sigh*
Ah well, it was bound to happen at some point! So, any more bidders? :-P
- Ben (face in hand!)
LOL! hmmm how about 550£ ?
Naa. just kidding. It's not my area, and I really have my hands full.
/Christoffer
[To remove you
Friday, February 24, 2006, 10:00:01 AM, Duck wrote (to the list):
D> I can do this for you.
And of course, that wasn't meant to go to the list! Sorry.
*Sigh*
Ah well, it was bound to happen at some point! So, any more bidders? :-P
- Ben (face in hand!)
___
duck_at_rob
Thursday, February 23, 2006, 9:43:29 PM, Michael wrote:
MN> I am willing to pay (with paypal) for someone to help me with a idea I
MN> have in 3D. I don't have enough 3D experience to make this myself, but
MN> it shouldn't be hard to do. I need a .dir file example with adjustable
MN> code of a tu
Hi Michael,
it turns out to be a problem with buddy api 3.74. Gary api is fixing it
at the moment.
The solution for the moment is to go back to version 3.2
best
Julian
On 23 Feb 2006, at 18:55, Mendelsohn, Michael wrote:
Hi Julian...
If you'd like, post the code you've got. I'm curious to
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