Jump to content

AggrorJorn

Members
  • Posts

    4,816
  • Joined

  • Last visited

Everything posted by AggrorJorn

  1. Your item script is fine, although I would set the enabled/pickedup boolean to false. Because now, everytime you spawn the entity, it is emmidiatly 'picked up'. I would also rename this boolean to 'pickedUp' or something similar. Calling it 'enabled' could mean anything. I might have forgot the starting possibility. You want to spawn an item when: A: there is no entity spawned yet. B: an entity is spawned but not yet picked up. Try this line instead of the previous one: if self.spawn == nil or self.spawn.script.pickedUp then
  2. It looks somewhat similar to SVN so you are good to go. Just remember that map files can't be merged, but code files are no problem. Other version systems that works well are SVN, git and mercurial.
  3. The weapon shooting feels really nice. 1 tiny feedback point: the options menu shows the 'on' color as red and the 'off' color as green. Personally I would swap the colors.
  4. Sounds promising. Will try it out this weekend.
  5. Nice one Thirsty Panther. That is the one I meant.
  6. I remember a blog post when this option was introduced. I asked the question what would happen with entities loaded by code. The answer was something like "These are not included". But that blog was more than 1 or 2 years ago so things might have changed.
  7. I thank that is the way Leadwerks works. Or at least in the sense that Leadwerks doesn't scan your code to see what kind of files you load. For compiled C++ that would also be pretty difficult to do. It only exports files that are loaded/referenced in the editor
  8. Hi and welcome to the forum, To what files/ tutorials are you refering? For an introduction to lua and how to use it with the Leadwerks editor start here: https://www.leadwerks.com/learn?page=Tutorials_Lua-Scripting_Introduction-to-Lua Additionally you can watch videos :
  9. Do you have a script attached that manipulates rotation?
  10. The item you are spawning is stored in self.spawn. You could attach a script and check if a boolean has been set to this spawned item. You can than access it like this: Your If statement has to be extended as well. Something like
  11. Yeah I have been bitten by this problem several times. What you can do to solve this is add a bool variable IsInit at the end of each start function and set it to true when the end of the start functions has been reached. When you are in a child, check if the parent has this IsInit variable set to true. If not, then perform an init function on the parent first.
  12. I think the website, together with the documentation, is now in a really good state. Hosting the games yourself is a good improvement. I am curious to see how VR is going to go. The occulus and vive are still too expensive for my taste to really get in to it myself. There do seem to be a lot of cheaper alternatives from HP, acer, microsoft so I will be looking forward to hearing what others are experiencing.
  13. No eperience with your problem, but the you might want to hold out for Leadwerks 5 then. However it will be a while before it is released. https://www.leadwerks.com/5
  14. Little note: those parenthesis around the Time:GetSpeed() are not needed.
  15. Script.healthRegen = 0.005 --float "Health regen"
  16. As your screenshot indicates, your character has animation sequences. You can play these sequences to test it out. The AI script plays the animation based on a given state. You probably need to edit the name of animation sequences in that script so that it matches with the animation sequence names of your model. Look like for lines like this: model:PlayAnimation("Run",0.05) For instance: your animation is called 'walk' . I don't know the AI script out of my head, but i believe the physics character controller is probably setting you as a target, when the player is near the enemy. This means the rotation is handled for you by the character controller. The 'sliding' you are experiencing is probably because of the point above. It is trying to play an animation that it doesn't know. Try replacing it with one of your sequences. The translation is a little difficult for me to understand here. Can you describe this one a little bit more?
  17. Quite some time ago I was playing Rainbow Six Vegas with a coworker (not during work time). We were doing terrorist hunt on this construction site map and we were having a great time enjoying this classic game. At some point I wanted to throw a grenade quite far away. Of course with my pro-fps skills I managed to hit the electric pole standing right in front of me. After I was done facepalming, something caught my eye: the wires on the electric pole were swinging, probably by the grenade's shockwave. I hadn't noticed that before, but I found it really cool. It reminds me of making rope-bridges (old 3ds max tutorial ). I think dynamic wires can add a nice extra touch of 'being an interactive environment'. Making wires like that could be fun to have as an extension on the SplineTools. The Zone This became especially apparent when working on the zone back in June. I was placing these power pylons on the terrain. Since they are great models that add a lot to the background, I decided to bring them a little bit closer to the main area and raised the terrain at several locations. Placing the pylons was a piece of cake. However placing the wires, was a pain. The wires come from 1 single model. The problem with this is that it makes it really hard to place these wires. I had to constantly rotate them around, move them and then rotate them some more. So when I had 2 pylons placed at different heights, it took a lot of messing around to get the models placed correctly. And this was just a straight line of pylons. With bends in the electric network this would have even more problematic. SplineTools extension: Wires The wires/ropes/cables extension of the SplineTools fixes this problem. We can simple put a pivot on each of the wire connectors of a pylon. Then we attach the wirescript to the pivots and make the pylon a prefab. Now we can connect multiple pylons by connecting the wire nodes. We play around with some of the handlers to create a nice bezier curve and we are good to go. Physics We can take it even further by adding physics to these wires. At the moment of writing there is support for static physics ropes and also experimental dynamic ropes. The latter one makes physics shapes per wire segment and adds joints between them. We can anchor both ends of the wire if we want to. In the stable 4.4 branch this causes the game to crash now and then, but the beta branch for 4.5 doesn't seem to have this. So that is good news. We now have the same wires as the ones that I encountered in Rainbow six. The dynamics ropes are really fun to play with. You can now easily create a tireswing, draggable computer cables (like in HalfLife 2) and most importantly: rope-bridges. I have to finish the example scenes and make the tutorial for them, but they are almost ready for release. They are included in the SplineTools package. A new video blog will be posted when it is ready. At the moment the workshop uploading fails, so I can't push any updates yet.
  18. Great to see all this energy at work. Have fun with the VR project.
  19. Is that excluding the forum? Because I am always surprised to hear about people who use buy Leadwerks, but then never seem to register on the official forum. They just never thought of it as an option somehow.
  20. I am trying to upload a new version of SplineTools, but I am getting an error: m_SubmitItemUpdateResult = 15. The file types haven't changed and the size remains at around 50 mb
  21. https://www.leadwerks.com/learn?page=API-Reference_Object_Asset_Shape_Convexhull
  22. Josh has posted a few times about physics bugs being solved, so things might have resolved themselves by now. I have yet to check it out though. Luckily it is almost weekend.
  23. For animation So you have your character in the model editor and can see all the animations playing? Next step would be to load your model in the scene via code or drag it in the scene. You could for instance attach a script to this model and use the animation commands to play animation. If you look at the FPS template you can find out how the crawler does animation. It basically plays an animation based on its current state. Have you tried googling it? Because the first result is a youtube video. it is slightly outdated but should point you in the direction that you need to follow to start playing your character animation.
  24. Conceptually the game launcher made a really good use case and a strong selling point, but in practice I found it annoying to use. The few games that I have subscribed to often blocked up because of downloads making the launcher respond rather slow. The UI style wise was good, but its functionality often seems to A) not work B) or feel sluggish. I would focus on getting the templates up again. Most importantly would be the how the Games page is designed. It currently lists all games but it really needs some categorising. https://www.leadwerks.com/community/games
×
×
  • Create New...