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PerEspen00

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About PerEspen00

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  1. Yep. I'll have a look at it and then make a post.
  2. Wouldn't it be possible to, during attacking, call the lower body and upper separately. But when running we call the parent object and set its animation to running for example? This would only require some syncing during the transition, but this might look fine due to the blending. I'll try it later. But thanks for the reply, this seems hopefull!
  3. Hi, I'm interested in having two animation playing at the same time. The main problem is that I want to be able to walk while attacking with my sword, but I can't do this since I don't have any animations for that. Is there any way to have half the body play a walking animation and half a sword attack? Thanks!
  4. Ok, I understand the problem. How about a way to check if a sword has hit a target? Could one create something in front of the player which checks for collision?
  5. This was a long time ago. But I'm having the same issue now,. I worked around it by adding a Math:Random(-0.00001, 0.00001) to one of the movement parameters, this causes it to work. This should probarly get fixed though.
  6. So there is no way to use navmesh if the character isn't a cylinder shaped thing? That should really get fixed... kind of a game breaker.
  7. How about creating an independent collider and moving it with the creature? I need navmesh so I can't use rigidbody. This is the creature: https://www.3dmodels-textures.com/Creatures/CaveMonster
  8. Is there any way to get add more collision for character controllers? Maybe create a box in the start function or something to make a bigger collision than the default cylinder(which really should get fixed). So I'm looking for a piece of code to use in the start function of my creature script so that I can create a box which will act as that creatures collision box for sword hits and general physics collision in the game. Any help appreciated!
  9. Hi! I'm using luaenet for my game and it's going well, but I can't seem to make a disconnect option. I don't know if I'm understanding it correctly or not, but I can't find an option where you can disconnect a host, or destroy one. So I'm looking for a way to disconnect a host. Website for the luaenet: http://leafo.net/lua-enet/#peerdisconnectdata Post I used to download: http://www.leadwerks.com/werkspace/topic/14699-networking-in-lua/#entry99965 Any help appreciated.
  10. This seems fun! I have been thinking about making one for my game so I'll defo make one now.
  11. Ok thanks! That works!
  12. Thanks, That loads in the package and I can access everything. I have done some networking in unity before but this different. Does anyone have an example project or something so I can see how everything works together? The tutorial on their website doesn't seem to work, I might not be doing it correctly though. I'm new to networking but I want to learn. My main question concerns how I get two games running at the same time? Do I have to export each time and create a standealone? Any help is appreciated!
  13. Hi! I know there are several discussions already out there talking about networking options and so on. There are also a duzzin tutorials out there. But I never found a clearcut answer to: is it possible to create a multiplayer game in LW using only LUA? I do have the professional edition, but I would prefer to use only LUA since I feel very comfortable using it. I read something about enet plugin for lua, if this works, could somebody show me how to install it please. Thanks,
  14. I enjoyed making a gravity gun and learned a lot. After a week of work I made something I'm pretty proud of. I hope you like it! Link The gravity gun is 100% compatible with the LW first person shooter which comes with LW. All you need is the beam material(made by reepblue)(everything else is made by me) and the gravity gun prefab and the script of course. You can just drag the prefab into the gun slot on the player! There is a model included. If you want the enemy to die when you throw stuff at it, you need to add a short piece of code to their script, I have done that for you in the map I uploaded, but if you have a custom script you will have to do it yourself(Just copy paste, it's already written). There are several options with the gravity gun which you can learn more about in the script. I have commented every line of code describing what it means and does. Thanks, Controls: mouse1 to pickup/drop mouse2 to fire object r to change mode scroll to change distance between object and person(only in scroll mode)
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