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  2. Argent Arts

    Test Objects From Blender Not Selectable in Viewports

    Maybe I'm missing what you're saying, but I'm not sure how it is. The model imports correctly, looks the correct scale in the Leadwerks editor, and behaves correctly when the game is run. The only issue is selecting it in the viewport. Please forgive me for being dense about this (today has not been my best day ).
  3. Argent Arts

    Test Objects From Blender Not Selectable in Viewports

    I created the collision hull in Blender with the model by making a child of the model and renaming it to collisionhull (as per the Leadwerk's docs). Then I export it as one FBX file.
  4. Its the same thing already reported in the second bug report posted above. Until Josh re-releases the fix that was done for it in 4.6, this will be an issue.
  5. How are you making the collision hull? Exporting as FBX then converting that model to a collision hull?
  6. Argent Arts

    Test Objects From Blender Not Selectable in Viewports

    Just did another test. I double-clicked on my model in Assets to bring up the model viewer. I then went to Tools>Collapse and saved. This lost the collision hull, so I could no longer collide with my mesh in the scene, BUT I can now select it in the viewports and it turns red when selected. This makes me think it has something to do with the collision hull I created for in Blender. EDIT: I went back into the model viewer, when to Physics, and added a Sphere to it. Now I can collide with my test sphere and I can select it in the viewports and it turns red. Yay. So, I really think I've done something wrong with the collision hull when I made it in Blender with the test sphere model. I'm not sure what I did. But I want to find out because I'll be needing to create custom collision hulls for more complex models.
  7. Argent Arts

    Test Objects From Blender Not Selectable in Viewports

    Another thing I've noticed - If I bring in a model that ships with Leadwerks, like one of the crate models, I can select it freely in any of the viewports. When I select it, the model turns red to indicate it is selected. My test models cannot be selected in the viewport, but can be selected in the scene tree. However, once selected in the scene tree, they do not turn red in the viewport to indicate they are selected. Even so, the move gizmo handle appears, so I can still move the model and it moves just fine. So, the model looks correct in all viewports, but I cannot select it and when selected in the scene tree, it does not turn red. I can still manipulate it (move, rotate, and scale) as long as I click+drag the gizmo handles.
  8. Argent Arts

    Test Objects From Blender Not Selectable in Viewports

    I'm using the latest version. I have Steam setup to keep it updated to the latest beta. However, the latest version is v4.5 because Josh said he rolled it back from v4.6. Also, scale in Blender is set to 1.00. Just FYI.
  9. Argent Arts

    Test Objects From Blender Not Selectable in Viewports

    Here you go. This should be a sphere with a collision hull on it. SphereTest.fbx
  10. Today
  11. What version of LE are you using? This sounds like previous bug reports that has been resolved if memory serves.
  12. No problem. Just the fbx should be fine. 😁
  13. slimwaffle

    In Game Clock

    ohh thanks heaps I didn't even think of that
  14. ScarPunk

    String compare problem

    I was looking for the condition not for the print 🤦‍♂️ Thanks macklebee
  15. macklebee

    String compare problem

    The error tells you exactly the problem. You are trying to mathematically add something to a string in lua. In lua, concatenation is two periods not a plus sign. So your code should look like this: System:Print(nameRequest.." has been found!") https://www.lua.org/pil/3.4.html
  16. Argent Arts

    What is the FlowGraph editor for?

    Take a look at the Doors tutorial in the Leadwerks documentation here: https://www.leadwerks.com/learn?page=Tutorials_Games_First-Person-Shooter_Doors Scroll down to the sliding door script section and it will show you how to use the Flow Graph.
  17. ScarPunk

    String compare problem

    Hello every one ! So today i am making my third person code. In my code i need to compare the name of child i want and the name of each children(GetChildren()) but i have got this error. when i try to compare their name. CODE: function Script:GetChildByName(nameRequest) for i = 0 , self.entity:CountChildren() -1 do local ent = self.entity:GetChild(i) local entName = ent:GetKeyValue("name") if entName == nameRequest then System:Print(nameRequest + " has been found !") return ent end end return nil end
  18. Looking at and knowing more deeply Leadwerks, my concern is what is the purpose of this tool?
  19. havenphillip

    Headshot Kills?

    Ok I'll try it. Thanks guys.
  20. Josh

    Headshot Kills?

    Maybe check the entity name and increase the damage if it is “head” or whatever.
  21. Josh

    Headshot Kills?

    If pickinfo.entity is the characters head it’s a headshot.
  22. macklebee

    In Game Clock

    context:DrawText(string.format("%02d",hours)..":"..string.format("%02d",minutes), 40,175) will give your displayed clock time leading zeroes.
  23. havenphillip

    Headshot Kills?

    Ah ok. So this right here: function Script:UpdateWorld()... local enemy = self:FindScriptedParent(pickinfo.entity,"Hurt") Ok so now how do I actually get that? You're talking about modifying the gun script?
  24. Josh

    Headshot Kills?

    Yes. Find where this function is called and you can get the picked entity.
  25. Argent Arts

    Test Objects From Blender Not Selectable in Viewports

    Do you want the actual model (as in FBX) or would you like the files created by Leadwerks (mdl, meta, phy)? And, thanks, btw.
  26. havenphillip

    Headshot Kills?

    Oh yeah in the gun code. This one? function Script:FindScriptedParent(entity,func) while entity~=nil do if entity.script then if type(entity.script[func])=="function" then --if entity.script.enabled~=false then return entity --else -- return nil --end end end entity = entity:GetParent() end return nil end
  27. Josh

    Headshot Kills?

    There is a part in the script, either the player or weapon script, I can’t remember, where an entity is picked and then it calls something like GetTopParent() to return the enemy. The picked entity could be the head of another part of the body so if you can find that bit of code you can modify it to also return the picked entity.
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