Einlander

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Einlander last won the day on May 15

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About Einlander

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  1. These physics issues make me sad :(

  2. Here's my entry to the contest. It is a pipebomb but the grenade script is generic so you can use it for a regular grenade. I think I might add in 1 more feature to it later. There is also a generic exploding barrel script too. Let me know if you want me to post the scripts here instead of the the steam workshop. http://steamcommunity.com/sharedfiles/filedetails/?id=932421043
  3. Updated Opening Post. Found that there was a lot of badly thought out code, unused variables and questionable math. Did a complete rewrite to make it cleaner and use better time tracking.
  4. If only makehuman made the creation of clothes easier and not require blender.
  5. Is the gmf/mdl file format going to continue?
  6. I've never really thought about that way. I developed that habit in my old qbasic days. I tend to make very nice looking spaghetti code so I like to make sure the scope is super obvious. That and I code at night on low sleep after work. I make all sorts of mistakes. I'm quite sure i have variables that are never used in this script. But I will take it in mind. Now i'm 8 hours overdue from sleep. Now I have 667 posts!
  7. I've been doing some coding on a bunch of Left 4 Dead style stuff and this is the latest script I have. A simple use timer. I haven't tested it very hard, but there should not be any glaring bugs. Information about the script: http://i.imgur.com/ZuzDtap.gifv --[[ Title: Use Timer Author: Einlander Start Date: 5-22-17 Version: 2 Description: A simple Left 4 Dead style use timer Notes: WHAT IT DOES: Allows player to use a script to force player/user to use an item for a set period of time. Think Left 4 Dead when you need to pour gas or start generators. WHAT IT DOESENT DO: It does not immobilize the player/user. It does not cancel when the player/user looks away or is too far. Changelog: 1 -Initial release 2 -style changes small fix added self.entity:SetKeyValue("type","use_timer") . This will help when trying to figure out what you are using and adjust accordingly. ie:detect you are using the use timer and make it so the player cant move -in Script:Start changed self.completed to true to prevent activating when not targeting entity. 3 -complete rewrite with less code, and smarter time management ]] The script itself: -- edit -- added self.entity:SetKeyValue("type","use_timer") . This will help when trying to figure out what you are using and adjust accordingly. ie:detect you are using the use timer and make it so the player cant move. in Script:Start changed self.completed to true to prevent activating when not targeting entity. -- edit --
  8. Any chance we can get an option to have a wider layout?
  9. On my system any more than four skinned characters causes massive slowdowns.
  10. mySurface = Self.entity:GetSurface(0)
  11. I might give it a try this time. I will be needing grenades and and even harder Molotov cocktails in my game. So I might as well make them now.
  12. To go even further, you would need to WORLD PICK from the controllers feet to the ground. This will return a PICKINFO you would be able to get the exact surface. pickinfo.surface:GetMaterial() would get you the material itself. pickinfo.surface:GetMaterial():GetPath() should get the filename itself without going through extra steps. This will not work on terrains. Please click on the links. http://www.leadwerks.com/werkspace/page/api-reference/_/world/worldpick-r502 http://www.leadwerks.com/werkspace/page/api-reference/_/pickinfo/ http://www.leadwerks.com/werkspace/page/api-reference/_/surface/surfacegetmaterial-r212 http://www.leadwerks.com/werkspace/page/api-reference/_/asset/assetgetpath-r41
  13. Amazingly I get the same first number every time even if I use the time as the seed. :/
  14. I give up using debug mode after I start populating levels. I just use release mode and lots of print statements.
  15. I would still need to pass arguments to the script though. I want the editor to pass '+fullscreen' when I debug, but I don't want to have the game start as fullscreen the first time it's run. I want to have it start windowed, have the player set the screen resolution and then write it to file. Then the next run it will be fullscreen. But while I debug I want to be able to just say, ignore the games settings and be fullscreen.