Phunlet code(not what you think it is)
5 posts • Page 1 of 1
Phunlet code(not what you think it is)
I am not talking about the run of the mill spawning a phunlet at e.pos.
I mean, is there a code for saving an object as a phunlet.
Such as, e.other.saveasphunlet"phunlet1".
Any ideas?
I mean, is there a code for saving an object as a phunlet.
Such as, e.other.saveasphunlet"phunlet1".
Any ideas?
- legophunpp
- Posts: 12
- Joined: Tue Jan 12, 2010 1:26 am
Re: Phunlet code(not what you think it is)
umm. . . I don't think there is. 'Cause saving a phunlet requires the objects to be selected, and AFAIK there's no way to do that with thyme.
Newbie Thymer
Intermediate Phuner
Intermediate Phuner
- Cs24
- Posts: 41
- Joined: Tue Nov 03, 2009 5:30 am
Re: Phunlet code(not what you think it is)
No was to do that yet.
Thyme is always expanding in an unpredictable. Method-X showed us this it was a rapid forward in development who knows what the next big thing will be.
Thyme is always expanding in an unpredictable. Method-X showed us this it was a rapid forward in development who knows what the next big thing will be.
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Mystery - Posts: 2802
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- Location: Southern Australia
Re: Phunlet code(not what you think it is)
you can use scene.addgroup with its name "selected" and add the object's geomids to make them to be selected(in theory should work) then you can save it(dont ask me how, but they blocked the scene.saveas command for security reasons. i think they did the same to this one)
Jrv wrote:TC42 wrote:Quite honestly, I didn't think anyone on 4chan has that good a use of grammar, spelling, usage, mechanics, ect.
But I've never been there, so I may be wrong.
GTFO newfgt
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RA2lover - Posts: 607
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- Location: Brazil
Re: Phunlet code(not what you think it is)
what security reasons?
- legophunpp
- Posts: 12
- Joined: Tue Jan 12, 2010 1:26 am
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