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Posts posted by tipforeveryone
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it is 4.6 Beta, and here is the map. drag the emitter closer to ground, and particles will collide.
Just a regular emitter
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Oops... how embarrassing thanks, sometimes my mind stuck in a weird way
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nah...
I
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Even use Normalize(), it is no use.
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Does that mean we will use VSCode for lua coding as the official IDE in 4.6 ? Because I want this feature for 4.6 too, not only Turbo
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I think Leadwerks code editor will be better if there is a Lua function list which contain all function bookmarks.
Whenever a function created (the line has word "function") its line number will be bookmarked, a single click can bring user to the line of that function instead of pressing Ctrl + F then type the name of function.
Something like this, I hope this can be implemented in 4.6
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This project of mine was erased, but I will recreate it for you to test, don't close this topic yet
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Those unsupported functions are still useful for users like us, and of course we accept the risk when using them.
Why don't you just expose them all and give them "unsupported" red tag
Sometime users need information
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I wonder that too, does lower camera max range mean better performance? Because entities are discard from render
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Anyone please explain this
In the video, When I let emitter be close to the ground, its particles bounce, but If I move the emitter up, particles start to go through the ground
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- Using Point light to create weapon muzzle flash will create funny shadow of trees
- Vegetation collision = on ~> Crash. I dont know what exact the prolem because there is no error in output console
Here is the video
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I input "SetScript" into the search textbox and found nothing, even manual search
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I hope this is not a bug, here is the video, look at Output Console and see how the game stopped
when I change to another map by assign the changemapname variable the game seems to be freezed, (I assigned P Key to make changemapname = "Maps/mymap.map")
my map is verysimple , there are only 1 pivot which attached script to run hole game. I dont know what happened because there is no error diplay
notice the DebugMessage("RUNNING") function (just a custom function of System:Print()).
It runs ok in function Script:Start() but doent run after loading newmap. I think even the Script:UpdateWorld() was not executed or World:Clear() function has problem when clear everthing ? -
I attached this script to a Directional light
function Script:Start() sun = self.entity end
Game started normally, but When I changed the changemapname variable (which can be found in Main.lua) to another map which also had the same Scripted Directional light. I recieved this "Script classname sun not found."
Is there something wrong with global variable ?
Edit: It seems my global variables were "stuck" when I change map. Is there anyway to RESET or RELEASE everything ? everytime I load a map, I want everything is clean. World:Clear() does not work well I think
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Yeah it is not actually my goal, I want to place my character spawn position by using pivots. I place pivots in editor and when I run the game, my characters will be placed with pivots's position.
Anyway, I found the solution, I put Script2 into UpdateWorld(), not in Start(), with a variable which can help execute character create code only one time.
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My goal is place some boxes at the position of some pre-placed pivots
I have 3 pivots (pivot1, pivot2, pivot3)
Scripts 1: which is attached to pivot1 and 2
function Script:Start() table.insert(global_table,self.entity) end
(global_table was declared in main.lua, before the while loop)
Script 2: which is attached to pivot3
function Script:Start() for key,value in ipairs(global_table) do local box = Model:Box() box:SetPosition(value:GetPosition(true)) end end
Script 2 does not work, because there is nothing inside the global_table to execute, all Script:Start() function are started at the same time.
How can I force the Start() function of script2 (attached to pivot3) to be executed after all others execution?
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Copy example code in https://www.leadwerks.com/learn?page=API-Reference_Object_Joint_Ball to Main.lua > Execute and get crash
I can confirm this, 4.5 is ok
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Yes I remember that you explained this to me on discord months ago, I just totally forgot the answers and could not find it again on discord because Josh cancel discord once (I delayed my game development for almost 3 months and returned 1 weeks ago) Thank you again for a clear answer, and now I can bookmark it !
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Here is my custom module:
local module = {} module.SetValue = function(value) module.v = value end return module
and this is my code to call above module
local variable1 = require("mymodule") variable1.SetValue(1) local variable2 = require("mymodule") variable2.SetValue(2) System:Print(variable1.v) System:Print(variable2.v)
As my expectation, the console should display
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2but it displays this instead
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2That means the value of variable1.v is overwriten by the value of variable2.v.
I used mymodule for 2 local variables, why dont they hold a independent value of module.v ? -
my suggestion is a "Room Escape" genre - simple logic, pick this to open that etc
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Hi Josh, when I change Projection Mode of a camera to get Othor view, it makes my scene become so tiny, how can I fix that ? SetFOV or SetZoom does not work
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https://www.leadwerks.com/learn?page=Tutorials_CPP_Variables
There are duplicated "To convert a string to a float.."
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I will create my inventory in C++ instead.
Using class to save information is a great idea, thanks but I think saving that list to file is better for me. !
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particle emitter physics
in Leadwerks Engine Bug Reports
Posted
I think the problem is Random Velocity, if I increase emitter Random Veclocity higher, paritcles can collide in higher speed. this is not good
And if Random Velocity = 0,0,0, no collision at all