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Herobot

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  1. This fixed it! Took me a bit to get it working, turns out that the default Platform.lua sets the entity's collison to scene in the start function.
  2. Since the 4.6 update my platforms that use slider or kinematic joints will tilt around the joint position when pushed or stood on by a character controller. It's more pronounced when the character is standing a platform, especially on the edges. This is happening with both the SlidingDoor.lua and Platform.lua scripts even in new projects, ie the moving platforms map included in the fps template. Greatly increasing the platform's mass reduces the tilting. At about 100 mass the tilt seems to stop, but this also causes a rubberband effect when the platform moves above a slow speed. I've tried adjusting the limits, friction and spring values on the joints but these seem to have no effect.
  3. You'll need a way for the ammo item to tell that the colliding entity is the player, otherwise the item will attempt to add ammo to something that doesn't use ammo and cause a crash. Add this variable to the player: Script.player=true Then put this code on the ammo item: function Script:Collision(entity, position, normal, speed) if entity.script~= nil and entity.script.player ~= nil then --Check if colliding entity is the player if entity.weapons[1].ammo < player.weapons[1].maxammo then entity.weapons[1].ammo = players.weapons[1].ammo + self.ammoamount end end end When an entity collides with the ammo, the script makes sure the entity has a script attached and that the entity has the "player" variable, then adds ammo if it does.
  4. Made an example, open a blank project and attach this code to a pivot in an empty map. function Script:PostRender(context) context:SetColor(1,1,1) context:SetBlendMode(Blend.Alpha) context:DrawText("This text starts invisible. Press escape and left click anywhere except a menu button to show it.", 10, 10, 300, 100, Text.WordWrap) --mousing over a menu button causes the above text to disappear again. context:SetColor(1,0,1) context:DrawText("Normal DrawText, always visible.", 10,150) context:SetBlendMode(Blend.Solid) end
  5. I'm using the improved DrawText to show dialogue onscreen with wordwrap, but the text disappears when I interact with the buttons on the GUI menu. Simply mousing over a button makes the text disappear, and it stays gone until I click on an open section of the screen. function Script:PostRender(context) context:DrawText(self.text, 10, 10, 300, 100, Text.WordWrap) end Using the regular DrawText command doesnt cause the text to vanish, but it doesnt have automatic wordwrap. Is there something I can change to keep the wordwrapped text from disappearing?
  6. Wonderful! Thanks for looking into this Josh and everyone else.
  7. I don't think that's the case. --This is used for hit detection for the players weapon. Script.playerModel = nill function Script:Start() --empty-- System:Print("Ref Count: "..self.entity:GetRefCount()) end function Callback(entity,extra) if entity.script ~= nil and entity.script.targetable ~= nil then entity.script:Hurt(1, extra) elseif entity.script ~= nil and entity.script.repairable ~= nil then entity.script:Repair(1, extra) end end function Script:UpdateWorld() if self.playerModel.script.attacking == true then local aabb = self.entity:GetAABB(Entity.GlobalAABB) local v = Vec3(1,0,0) local world = World:GetCurrent() world:ForEachEntityInAABBDo(aabb,"Callback",self.entity) end end This is the player weapon script. (self.playerModel is set during the start function of the character controller) What i tried to do is while attacking, the weapon checks for entities in it's aabb, and if they have a script, and a self.targetable or self.repairable variable then it calls the entity's Hurt script. This worked in 4.3, and i double-checked to make sure that the weapon's parent (the player model) doesn't have a self.targetable or self.repairable variables.
  8. That could have something to do with it. I just tried making the weapon a child of a separate crawler model, and the crash doesn't occur (whether the separate model has a script or not). I also tried having the weapon use a global variable to tell if it should deal damage, with it's only link to the player being it's child, and the crash still occurs.
  9. My bad, I think It should be fixed now https://www.dropbox.com/sh/cilz45238qotaho/AAAmvDfzZBKZpUTTdcsL-OT3a?dl=0
  10. Sample project (new project/map): https://www.dropbox.com/sh/cilz45238qotaho/AAAmvDfzZBKZpUTTdcsL-OT3a?dl=0 Hope this helps!
  11. I've done some more digging on this problem. I've tried making a completely new project and map, unfortunately both the slowdown and crashing persist. Although i did discover that my enemy models were still using the old animation manager function, switching them over to using entity:PlayAnimation seemed to delay the slowdown after they aggro the player. Are these shaders on by default, and is there a way to turn them off so I can see if it affects the slowdown? I've also discovered that the crash with entity:Release seems to occur when an entity that's the child of a model calls the function that releases the crashing entity. There's no crash if there's new keyboard or mouse input in between calling the function and the entity:Release. I can get around the crash by using entity:Hide instead of entity:release, however in debug mode this causes a different crash:
  12. I've been having performance problems with my Leadwerks projects since the 4.4 update. Some of my levels are experiencing massive fps drops, sometimes locking up completely, when they ran at 60 fps on 4.3. I can't pinpoint the cause but it seems to tied to the number of models in the map, any more than 4 (with or without scripts) seems to cause the slowdown. The slowdown seems worse as the player gets closer to the models. I've also had trouble with crashes using self.entity:Release(). Once released, the game crashes with a "game.exe has stopped working" message. It seems to happen most when the entity was copied with control+C in the editor. Has anyone else experienced these problems? What could I look for to try and fix them?
  13. Herobot

    My first demo

    Thanks gamecreator! I've updated the demo a little, the enemies now aggro in groups and respect the players space a bit more when they're waiting to attack. I see what you mean about jumping on the ramps, I'll need to fiddle around more to see what's causing that.
  14. I suspect that your door model doesn't have a physics shape yet. Try adding a physics shape to the door model with this tutorial http://www.leadwerks.com/werkspace/page/tutorials/_/models-and-animation-r8#section6 Hope this helps!
  15. Herobot

    My first demo

    Thanks! I'm planning to replace the arm box with a proper melee weapon once I get a custom character model finished
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