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X54321

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Everything posted by X54321

  1. X54321

    Space Runner

    For those having With some quickety-quick screencapping I found an error message stating that 'window' is a nil value at line 14 in App.lua.
  2. I hate to be Captain Obvious, but did you wait a while after the window disappears? Did a loading screen pop up? Otherwise, maybe try going to "C:\Program Files (x86)\Steam\steamapps\common\Leadwerks Indie Edition" and looking at Leadwerks.exe. Try right clicking and see if there's an option for running with a different graphics processor. If it's there, try to hover over it and select Integrated graphics. Also, try running it as an Admin. It seems that a lot of software hate Nvidia cards, especially on laptops, but it works for me WITH Nvidia, so I don't know what the problem is.
  3. You know how in most paint programs you can drag a box and it'll select everything in it? I think Leadwerks needs this to be implemented (for the 2D views at least). Selecting brushes one by one can get quite annoying with highly detailed structures.
  4. After attempting to make a rotating platform script, I wondered how the platforms in the moving platforms example kept the player on top of them. I've looked through the script of both the moving platform and the fps controller, but I can't pinpoint what in those scripts make this happen. Does it have to do with the physics properties?
  5. For 2.5d games, I want to be able to restrict physics rotation & movement to certain axes. It should be kind of like how Unity does it, where the physics tab has checkboxes for each axis you want to restrict. You can just use self.entity:SetPosition() to restrict the axis, but this causes the physics to be...slow. It's not lag, but the physics object itself moves in a very strange fashion. It gradually slows down until it hits a complete stop, and then it speeds back up again.
  6. You have to go to file > download, buddy.
  7. The render distance appears to be stuck at a very small value. It won't change no matter what I set the camera's range to. I also tried setting all of the object's view ranges to infinite and it didn't do anything. So far this has happened with two projects, one of them I just started. The render distance is fine in the editor, but not in the game. Any ideas? I'll post my project in a second. Here's the project link : https://drive.google.com/file/d/0BzyMN5S2kRTHdV9kbnM4RHpIdDQ/edit?usp=sharing
  8. I wanted to make it look more like Doom, so I made the resolution really small. It really only works in full-screen, but the results are delicious.
  9. I revamped some of the art assets, and I threw in a jetpack (because why not!)
  10. Well, I found a way around this. I'm surprised I haven't thought of this before, but instead of testing for collisions I can just test if the player's distance to the missile is less than X amount of units. This effectively makes a sphere collision that works well.
  11. First and foremost, here is my project file : https://drive.google.com/file/d/0BzyMN5S2kRTHbGdadzZwY0Q2SDg/edit?usp=sharing I have a basic first person shooter setup, and I have a turret that faces the player and fires missiles every few seconds. Everything is fine and dandy, except for the fact that the missiles will not collide with the player unless said player is moving. I have posted this question in the Programming section, and it seems there is no rhyme or reason as to why this happens. I know this isn't a problem with the missile going too fast, it collides with the walls perfectly. Again, the missile DOES collide with the player if he's moving.
  12. I'll be posting it to the Bug Reports in a moment.
  13. I still don't think you understand the problem. The missile DOES collide with the player, and it DOES hurt the player, but only when the player is moving during the collision.
  14. Well, the script worked, but it did absolutely nothing to solve the problem. I already had missiles that did exactly what I wanted them to do. They just happened to go through the player if he stood perfectly still. With this new script, the missile still goes through the player if he stood perfectly still. So, this didn't solve the problem at all, but thanks anyways.
  15. Man, I could have sworn I had did that. Anyways, right now I'm going to mess with my implementation (I have it commented out after your code).
  16. Thanks, I copied your code because my implementation of it wasn't doing anything. I knew the turret faced the wall, I just wanted to get the code working before I worried about it.
  17. OK, here's the project : https://drive.google.com/file/d/0BzyMN5S2kRTHSThMVHpuVVdVZnc/edit?usp=sharing
  18. Bah, it's ok. I'm just in a bad mood. Well, I'm just going to post the entire project once it's done uploading. It'll be easier to set up I guess.
  19. Actually, nevermind. I'll just figure it out myself.
  20. Wow, that was mildly insulting. Good thing I already had the zip file prepared. https://drive.google.com/file/d/0BzyMN5S2kRTHb1VQOWRGQ0J1VVk/edit?usp=sharing
  21. I copied the code exactly into my game; It just crashes. No error. No warning. No message. It just crashes.
  22. I wasn't changing the entity type. It's rather complicated and messy. I made this code when I was testing to see if it would work if I detected collisions from the missile instead of the player. The entity:SetKeyValue("hit", "missile") is actually a sort of relay. This was before I found out you could directly access an entities' script. I will post some more code shortly, I need to eat lunch.
  23. Yes, I have set the type for my player in the code. But, the bullet is programmed to remove itself if it collides with anything other than an enemy. Here's some code for ya : function Script:Collision(entity, position, normal, speed) if entity:GetKeyValue("type") ~= "enemy" then if entity:GetKeyValue("type") == "player" then entity:SetKeyValue("hit", "missile") end self.dead = true end end function Script:Start() self.entity:SetGravityMode(false) self.entity:SetMass(1) self.entity:SetKeyValue("type", "missile") self.entity:SetCollisionType(Collision.Prop) --self.entity:SetSweptCollisionMode(true) self.dead = false end function Script:UpdateWorld() self.entity:Move(-0.25, 0, 0) if self.dead then self.entity:Release() end end Anyways, the missile's physics properties are defined in the start code so I don't have to modify the prefab. It's a rigid body, and has a box for collision.
  24. I have already been doing this. I have adjusted the physics of the missile so now it at least collides with the walls & such. HOWEVER, it still won't collide with the player unless the player is moving. If the player stands perfectly still the missile will go right through him.
  25. Well here we are again. It's always such a pleasure. So, I have these turrets that shoot out missiles. They do as they're supposed to and sail in the direction they are shot. HOWEVER, it doesn't seem to collide with anything and only collides with the player if the player is moving. I have the collision type for the missile set to 'Prop'. I have tried the 'Projectile' collision type, and it just makes it not collide at all. I have tried detecting collisions from both the player's script and the missile's script. The missile also has Swept collision enabled, a mass of 0, and gravity turned off. I am using Move(x, y, z) to move the missile within the UpdateWorld() function.
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