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  3. Hi, how can i implement waves for the watre in leadwerks? Thank you, Chris
  4. Yesterday
  5. Ultimately I don't think we want the weapon like this so this is just minimal work to make it less like a pistol for now. Testing the muzzle flash in the darker area.
  6. sometime it just happens because you change model with a new bones structure/name in scene
  7. Last week
  8. I was keen to get waypoints in as they give us some interesting options for AI behaviour just the basic charge and attack which I find can get boring fast. I'd like to take things a little further so we have some interesting behviours that the user can play with to their advantage . The small half-cubes on the ground are debugging shapes to help see the target picking of the waypoints. First attempt may need to continue to refine. Based on The Hankinator's extended MonsterAI script
  9. When I was playing with this idea I was doing a treadmill system. A 3x3 grid where the player always stays in the middle tile. When they move "left" for example and get close to the edge of that middle tile it would load in the 3 new tiles to the left of the most left 3 tiles and then when they actually crossed the line it would swap the entire grid position wise and then move the player back. Since everything moved relative in 1 go the player would never tell the difference. It would then unload the right most 3 tiles that aren't needed anymore. In my case it wasn't real terrain but modeled terrain and it was all flat. Given LE didn't have multithreaded loading of assets all assets had to be loaded up front so instances could just be created which was more instant.
  10. My new AI cover/fire system, AI now can choose his own target and fire from cover
  11. I think you should get the surface first. Material* material = ((Model*)player.model->GetChild(1))->GetSurface(0)->GetMaterial();
  12. After seeing this code in the shaders; uniform instancematrices { mat4 matrix[MAX_INSTANCES];} entity; It makes me wonder if there is a way to get a instance index of an entity in C++? So after calling entity->Instance() there must be number incremented somewhere right?
  13. Are you trying to call GetChild() or FindChild()?
  14. If I assign a material to an object in the editor then load it, it displays with the material yet GetMaterial() returns NULL. #include "App.h" using namespace Leadwerks; App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) {} App::~App() { delete world; delete window; } bool wireframe = false; bool App::Start() { window = Window::Create(); context = Context::Create(window); world = World::Create(); camera = Camera::Create(); camera->SetFOV(70.0f); camera->Move(0, 0, -15); auto m = Model::Load("Models\\Characters\\Generic\\generic.mdl"); //auto mat = Material::Load("Materials\\Developer\\bluegrid.mat"); //m->SetMaterial(mat); auto m2 = m->GetMaterial();//returns NULL unless I load the material and apply it via code return true; } bool App::Loop() { if (window->KeyHit(Key::Escape) == true) { return false; } if (window->KeyHit(Key::F3) == true) { camera->SetDebugPhysicsMode(!camera->GetDebugPhysicsMode()); } if (window->KeyHit(Key::F2) == true) { if (wireframe == true) { camera->SetDrawMode(0); wireframe = false; } else { camera->SetDrawMode(2); wireframe = true; } } Time::Update(); world->Update(); world->Render(); context->Sync(); return true; } I am using the latest update on the default branch.
  15. health and potion/energy prefabs now have working scripts which will supply heath and energy to player. Just thought, may need limiting to prevent AI trying to pickup or crash script if they do. healthstation can deliver single large charge. Could be made more complex later to deliver a slow increment of health over a period of time.
  16. I linked the credits into the menu system but I have never really messed with the GUI system (just used clickable images and key presses usually) so it is certainly possible that it isn't completely integrated as it finally should be. Possible I broke something too I suppose but it seems OK. You could argue that there could be a GUI button instead of hitting esc (which was just a quick fix), but then typically I think the background is usually grey when we want it to be clear on credits. I'm sure there are ways to address this if you fiddle enough but the aim was merely to integrate in some basic way so if someone has a better vision fits best with the existing setup they can make it work as a whole.
  17. I don't understand this error that the script editor returns to me. ( Model limb not found. ), Any suggestions?
  18. Yes. It works. I thought it wouldn't work. Thanks.
  19. The command will detect all entities that intersect the bounding box you provide. This includes the light radius.
  20. Okay. I think I understand. But what if the light point will be outside the AABB, but light radius will reach the player?
  21. Why not call forEachentityinAABB..., check for lights, check the light far range, and calculate how bright the model should be based on distance?
  22. Is it possible to get information from the lighting? I need the enemy to know if the player is sitting in the dark. Without creating a script for each "light" on map. Example in the picture below
  23. You can show us the model in question.
  24. Strange. Its already on the floor.
  25. April 19, commemorates the death of Jesus Christ. "Do this in remembrance of me."

    You are cordially invited.


    1. Marcousik


      thx but Is this not a sect ?

  26. Time::Update(); ah well - you have to add this. 😳
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