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drarem

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Everything posted by drarem

  1. Dropping the range made the difference, thank you.
  2. tried adding listener back, am using another mono sample. This is in the start function, but should it get moved to where the entity is instead of at 0,0,0 ? Thanks. --Create a listener local listener = Listener:Create() listener:SetPosition(0,0,0)
  3. I tried creating a local listener for the self releasing object in the Start() function as in the API example showed, didn't seem to help
  4. I set up the source sound looking at the api, i know my audio is a mono (1 track), but when it plays, it doesn't sound like it's in the distance on the more distant ones. Am i missing something else? Thanks. Start: self.sound={} self.sound.glassbreak=Sound:Load(self.glassbreak) --Create a self.source self.source = Source:Create() self.source:SetSound(self.sound.glassbreak) self.sound.glassbreak:Release() self.source:SetLoopMode(false) self.source:SetRange(60.0) end -- play this audio once when the glass breaks self.source:SetPosition(self.entity:GetPosition()) self.source:Play() self.entity:SetMass(0) self.entity:SetCollisionType(0) self.entity:Release()
  5. Ok I found this, but the documenation I think lies if i read it right.. loop=false doesn't let it keep playing. once the entity is released, the sound doesn't get a chance to play. It is killed with the entity. self.entity:EmitSound(self.sound.glassbreak, 40, 1, 1, false)
  6. Ok, only mono sounds can be played using 3d spatialization. are there any examples for it, or is it automatic as long as the sound is mono format?
  7. I found this, it works well. http://www.leadwerks.com/werkspace/topic/13485-font-sizes/page__hl__resolution
  8. for multiple resolutions, is there an easy way to handle HUD text and output, or does it require calculations for each mode possible? Thanks.
  9. Many thanks, after thinking about the 'fx and fy' variables and some testing, I realized those were a string value instead of numeric. I converted them to a number using tonumber(fx) and tonumber(fy), and it works as expected.
  10. It's odd, that's what I have but when I access it in another function (after it has been initialized and called), then crashes with a 'nil' like it has gone out of scope. BUT if I hardcode the numbers, it works. myarray[fx][fy] = 0 -- nil error myarray[3][1] = 0 -- works
  11. After I've initialized the array using a function, I can do this: globals.myarray[1][1] = 0 and it works, but if I do this: local fx=globals.reti local fy=globals.retj System:Print(...) .. fx, fy are now equal to 1,1 This won't work: globals.myarray[fx][fy] = 0 I get this error: 253 : attempt to index a nil value What is going on? thanks
  12. drarem

    white out

    thanks, the drawrect works great
  13. drarem

    white out

    What's an easy way to get the entire screen to fade to white or fade to black? Thanks.
  14. I used a different simple model as a trigger, it's working now.
  15. The main thing is, my trigger isn't triggering but it's a child of the main object.
  16. Yes, it's set as Rigid Body / Trigger under the Physics tab, with script of CollisionTrigger.lua in the script tab. I set up the flowgraph, then i right click, save as prefab. Then I deleted the object on the editor and it's loaded at runtime. I brought it back in from the prefab folder, nothing is showing up in the flowgraph editor when i select the objects.
  17. Be able to activate an object without having to touch it directly. Like at a distance.
  18. Even then it only triggers if i'm moving within the trigger zone, if I stand still there is no continual triggering event. What am I missing? Thanks.
  19. On my own function, using the flowgraph i see a plain line, where when i connect to the Collision() script I see the 'marching' dots along the line, if that makes sense. It gets triggered in the Collision() function of the elevator script, even though I change it to calloutputs("Collidex").. somehow it still triggers in the Collision() function. Trigger script: function Script:Collision(entity, position, normal, speed) if self.enabled then self.component:CallOutputs("Collision") end end elevator script: function Script:Collidex()--in System:Print("Triggered here.!.") end function Script:Collision(entity, position, normal, speed)--in if (self.window==nil) then self:Start() end System:Print("Triggered in collision function..!.") if self.window:KeyDown(Key.E) then self.entity:Move(0, 0, -0.001) entity:SetGravityMode(false) else entity:SetGravityMode(true) end end
  20. So I must use the flowgraph editor to handle a trigger? The trigger is a child of the box, but it doesn't fire off when i enter the trigger zone as a collision(). function Script:Collision(entity, position, normal, speed) if (entity:GetKeyValue("type") == "player") then System:Print("In the trigger zone") trigzone = true else System:Print("Outside the trigger zone") trigzone = false end end
  21. Hi, I have a basic model, the inside of a box like an elevator you can walk into. I find I have to keep pushing against the wall of the box to register a collision. How or what would I do to increase the range of the collision so I don't have to be pushing against it? In other words, if I walk into the box the collision is registering. Thanks.
  22. Does it work for prefabs? I have this code and it works for the model on the map, but I saved as a prefab and spawn it it also, it doesn't display any message or open. function Script:Collide()--in if self.animationmanager==nil then self:Start() end System:Print(">>> And this collision is called in turn..") if self.opened == false then self.animationmanager:SetAnimationSequence("Open",0.04,150,self,self.EndOpen) self.opened = true end end
  23. I'm at the point where I think I need to use a flowgraph. I have an invisible trigger box parented to an animated treasure chest. When I run into the trigger I want the animation of the chest to play (by opening).. I added the CollisionTrigger.lua to the box, added to flowgraph and i see three functions in the flowgraph. So far it looks good. For the animated box, i have a script to open/close the box, but when i move it to the flowgraph, it has no functions. How would I set it up to receive the input, to trigger the animation? thanks.
  24. I think in the steam account you set up a number of hard coded 'achievements'.. then you do a SetAchievement('hard coded achievement'), to set it to true to make the achievement 100%. For the increment, dont see how that works yet, but i'm guessing you can go from 0 to 100% for a certain achievement such as number of kills or what not.
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