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Posts posted by tipforeveryone
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I stuck at document tutorial.
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Anyone remind me a function which returns animation ID of a model by input Animation name?
something like this: local animID = model:GetAnimationID("running_loop")
I think this function is not in document but it exists
I remember that Josh told me about it once
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copy that "Failed to load texture..." line here. I don't get which texture loaded fail
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On 5/7/2019 at 1:54 PM, Lethal Raptor Games said:
Isn't it supposed to be self.entity? You are creating a new variable called myEntity and setting it to nil, no where is it being assigned the entity the script belongs too.
He put "Sol" entity to the input, this is really weird. What is that Sol object ? a pivot ?
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I have more simple one, only for detecting mouse scroll up/down, not for calculating HOW much scroll
in Main.lua, add this at the bottom of main while loop (right above "end")
lastMouseZ = window:GetMousePosition().z
and add this as a Global function
MouseScrollDirection = function() if window:GetMousePosition().z < lastMouseZ then return 1 --scolled up elseif window:GetMousePosition().z > lastMouseZ then return 2 --scrolled down elseif window:GetMousePosition().z == lastMouseZ then return 0 end --no scroll end
Use this function in any Script:UpdateWorld() function to detect mouse scroll
function Script:UpdateWorld() if MouseScrollDirection == 1 then --do something with scroll up --example: camera:Move(0,0,1) end if MouseScrollDirection == 2 then --do something with scroll down --example: camera:Move(0,0,-1) end end
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Finally, I finished creating a Dynamic AI Behavior System, that means there won't be a same combat situation each time player replay the map.
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sometime it just happens because you change model with a new bones structure/name in scene
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My new AI cover/fire system, AI now can choose his own target and fire from cover
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Here is what I got after new beta brand update (fix for
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2 minutes ago, Iris3D Games said:
0.001
and this return to my original post problem which cause depth buffer
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No it doesnt work. my weapon is still clipped
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Yes, increase near camera range can fix this glitch, but my weapon which is close to camera clipped out render. any proper way to fix both of these problems?
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My map is using terrain 256 x 256 and the range is about 220 / 256 of the map
and this render glitch occur at closer range infact, about 40m (ingame) and when there is 2 layer of meshes are close to eachother.
camera range is from 0 to 10000
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this is just moving camera, right ? or zooming using SetZoom ?
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Watch until the end of this video, you can see the problem on character mesh. it looks fine at close range. How can I fix this ?
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Anisotropic can handle close range texture, but with far range, when zoom in camera it still blurry
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Without dynamic nav mesh, enemy AI character can only do a "zombie style", keep tracking and get close to its target, no environment interaction, the dark side of Leadwerks
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Yep, I think even Turbo will be the lastest engine of Leadwerks in near future, but old one like 4.x need to be perfect because there will be more people will buy this engine. They will try the demo and learn in many possible ways. So that they hate to get annoying problems and make them think Leadwerks suck. I can't stand thinking that way hehe
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I created a FPs Project from template, then Goto File > Project manager and that New Project window still there, Unable to click OK or Cancel
This is so annoying
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Today I updated to Official 4.6 Release
Create a new project from FPS Template, Load "AI and Events" map, play the game
After shooting the pistol 6 times, the game crash, something need to be fixed with this weapon.
This might be the most brutal mood killer for new user who try leadwerks for the first time I think.
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anyone has the same problem ?
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In Script Editor
Press Ctrl + N to create Untitled blank script
Press Ctrl + S to save script, whenever after saving or canceling Save Dialogue Windows, there will be a "s" character which is added in at typing cursor position.
Same thing with Ctrl + O
Anyone give me example of using Actor in CPP
in General Discussion
Posted
I return to leadwerks cpp learning process and I did not find any example file like in tutorial, so that I can't learn from it
https://www.leadwerks.com/learn?page=Tutorials_CPP_Actors
This should be fixed. or the example code should be put into this tutorial page, maybe Josh is too busy to fix this