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Wafflesoft

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About Wafflesoft

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  1. Wafflesoft

    GUI

    So if I wanted to create a second GUI that doesn't use the menu or a background panel I would have to put the if events for the second GUI in the menu script?
  2. Wafflesoft

    GUI

    So instead of gui:GetBase(). I would use context?
  3. Wafflesoft

    GUI

    So I am able to successfully create widgets inside the menu. But is there a way to create them directly on to the player camera?
  4. Wafflesoft

    Animation help

    This was very similar to the first method I tried. What I figured out is that no matter what you do each armature is treated as a separate animation. I wanted to keep the gun and hands in their original forms when combining them to be able to separate the textures over two objects (so I could keep the original textures). What I decided to do in the end was keep the bones for the hands (to allow posing) and remove all the bones from the gun. Then when I did the animations I was able to pose the hands and move them. Then add all the separate parts of the gun and movements using object mode movement and rotations. I still ended up with the same result and was able to do everything as a single animation because there is only one armature.
  5. Wafflesoft

    Animation help

    Does anyone have any experience animating with blender? I have a gun and fps hands model each made separate. I want to create a animation that combines the two. So far I have them combined fine and able to assign original textures inside leadwerks to each part. The problem is that my gun model has loose parts each with its own armature. I tried making an animation in blender that moves the trigger, hammer and the fingers. When I added the animation model to leadwerks it gave me 4 separate animations. Is there a way to combine these animations? I just used a basic one that uses bone rotation and key-framing.
  6. Wafflesoft

    Physics Issues

    Thanks I will give it a try and let you know how I go
  7. Wafflesoft

    Physics Issues

    bump
  8. Wafflesoft

    Gamecrash; due to kill or respawn script changes something...

    I had this issue a while back and got help finding a fix. I will link the forum for you.
  9. Wafflesoft

    Blood Decals

    Yeah that was one of the first ones I read.
  10. Wafflesoft

    Blood Decals

    If I don't set it to red then it just shows grey squares instead.
  11. Wafflesoft

    Blood Decals

    The material and texture are the default ones for wound. That come with leadwerks. And the only code I had to reference it was the code I used above.
  12. Wafflesoft

    Blood Decals

    yeah pretty much exactly what happened. As an alternative until I can fix this. I have made a prefab box with one surface textured to the blood. This has transparency and works perfectly (using the same material) and fixes all issues at once.I would like to however get this working with decals. Because scene overload from too many scripted prefabs is a big issue with my game. Every time I make something new I have to find ways to balance it.
  13. Wafflesoft

    Blood Decals

    I need help with blood decals for my game. They are loading in fine. But they are square looking patches and the keep flickering and vanishing.I have tried everything I can think of. And the fact that I can't see a preview in the material editor isn't helping. I will provide a screen shot and the code I am using. Ideally I would like them to look like pools of blood. And not vanish at all. So that I can create a whole other script that dictates how long to wait before vanishing. --Moving Check if self.mode == "roam" then self.moving = 1 elseif self.mode ~= "roam" then self.moving = 0 end --Foot step sound if self.moving == 1 then if self.sound.foot ~= nil then self.footdelay2 = self.footdelay2 - 1 if self.footdelay2 <= 0 then self.entity:EmitSound(self.sound.foot, 30 , 1 , 1 , false) self.footdelay2 = self.footdelay --Blood Texture for ground if wounded == 1 then --Bullet mark decal --Bullet mark decal local mtl local scale = 0.1 mtl = Material:Load("Materials/Decals/wound.mat") end local decal = Decal:Create(mtl) --decal:SetScript("Scripts/Objects/Effects/BulletMark.lua") decal:SetColor(1,0,0,1) decal:SetPosition(self.entity:GetPosition()) decal:SetParent(terrain.entity) end end end
  14. Wafflesoft

    Steamworks lua

    Is there a list of steamworks commands available using lua? Or do I have to use c++ for anything steam related?
  15. Wafflesoft

    Gamecrash; due to kill or respawn script changes something...

    What I ended up doing with my game was removing all the code that says what happens if the player dies. Then inserted my own code that says; teleport to respawn location, reset health, reset stamina, reset thirst, reset hunger, empty inventory. Using this method the player technically doesn't die but it simulates death. Then all you have to do is for your enemies is add code that makes thier target nil and tells them to search for new target. But as for your code the only thing I can suggest is set up a trigger value and then breadcrumb. So for example add something like; Script.trigger = 0 Then in your update world add; if self.health <= 0 then self.trigger = 1 end if self.health > 0 then self.trigger = 0 end if self.trigger == 1 then --Add the code here that triggers or references the change map. end
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