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tipforeveryone

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Everything posted by tipforeveryone

  1. I input "SetScript" into the search textbox and found nothing, even manual search
  2. There are 3 cases which leads to crash https://www.youtube.com/watch?v=hJxVAQAE6BY
  3. 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 ?
  4. 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
  5. 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.
  6. 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?
  7. 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
  8. 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 !
  9. 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 1 2 but it displays this instead 2 2 That 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 ?
  10. my suggestion is a "Room Escape" genre - simple logic, pick this to open that etc
  11. 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
  12. https://www.leadwerks.com/learn?page=Tutorials_CPP_Variables There are duplicated "To convert a string to a float.."
  13. 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. !
  14. I want to create a game in which I can choose Weapons and add them into player's inventory in a sperated map (call "loadout.map") That loadout can be saved (player can name the saved one as "recon kit", "assault kit" etc..) or select as active loadout. When a mission map is loaded, player will load saved loadout to play Which is the best way to achieve this ? please give me a direction, and yes, C++ way. The main question is about save and load process, should I use database ?
  15. The line Player player2; is useless for this example. should it be removed ? https://www.leadwerks.com/learn?page=Tutorials_CPP_Classes
  16. More here, I think it should be "monster" in the second red rectangle https://www.leadwerks.com/learn?page=Tutorials_CPP_Classes
  17. Hi, I post this here instead of Discord, suggested Josh. https://www.leadwerks.com/learn?page=Tutorials_CPP_Operators and https://www.leadwerks.com/learn?page=Tutorials_CPP_Loops
  18. Hi @Marcousik Would you mind replacing 2 videos in your signature section with 2 youtube link instead ? Somehow it is harder to find information, when your signature is to big and getting others''s attention. Thanks
  19. Finally, the solution is verysimple, just move the gun model far away from camera then adjust its FOV or Zoom, muhaallalala
  20. Yes that function WithManyCalculation have many thing inside thanks
  21. I am optimizing my game's frame per sec and wonder which way of code has better performance function Script:WithManyCalculation() --A ton of code end function Script:UpdateWorld() self:WithManyCalculation() end and function Script:Start() self.time = Time:GetCurrent() end function Script:WithManyCalculation() --A ton of code end function Script:UpdateWorld() if Time:GetCurrent() - self.time > 60 then self:WithManyCalculation() self.time = TIme:GetCurrent() end end
  22. This is a good idea but not perfect, in somecases, the scope model has detail when look from outside but some of its faces still visible inside Thanks for your suggestion. I will try it In old COD4, they really make an ACOG scope which player can see inside of it And then in Modern Warfare 2 or 3 when not in aiming mode, this ACOG look so strange, so what is the real technique
  23. hmmm... I mean that scope looks like it was projected on screen only visible part of it. I will do some research
  24. I guess there is something to do with scope model itself, but no suggestion, seems only that scope has orthor view
  25. Yeah I will try to make one, but I wonder how did they do in game like Irsurgency sandstorm and many FPS game outthere
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