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  1. I'm more an artist than a coder and was looking at the FPS Script to get a rough idea but can't figure out how to control a spacecraft. Basically : orbit around the spacecraft on key toggle W - accelerate S - slow down / backward A / D - roll Mouse - yaw / pitch with zero gravity If there is already a tutorial that I missed (YouTube ?) let me know, otherwise any help most welcome
  2. Hello everyone, I was working on a premade LUA script of FPS and I found flashlight script, really nice However I can't make it work in my personal project. I used this part of the script which is completely correct: --Flashlight if window:KeyHit(Key.F) then self.sound.flashlight:Play() if self.flashlight:Hidden() then self.flashlight:Show() else self.flashlight:Hide() end end The flashlight works, the sound is correctly played, however when I hit again the F key the flashlight doesn't turn off but the light becomes brighter and brighter. Before After What am I missing ? Thank you again for your precious support !
  3. Hi, As I was creating a death trigger, and trying it out, I get this: If anyone knows why this is occurring would be greatly appreciated! (Also, sorry if this is a newbie question, I've never used lua before).
  4. When I use --Vec2/3/4 for script arguments (I want nice neat input tables) the default value of the first element is always over-ridden and set to 0.0 Script.TestThis = { 1.0, 2.0, 3.0, 4.0 } -- Vec4 "testing" Will offer up 0.0 2.0 3.0 and 4.0 as the default values. Same behaviour with Vec2 and Vec3
  5. Hello, im having trouble releasing dead enemy after some time. When i kill enemy i want body to disappear after 5 sec. I have change AI script , have no errors but it does not work. Can someone help ? Here is my code. Thanks import "Scripts/AnimationManager.lua" import "Scripts/Functions/GetEntityNeighbors.lua" --Public values Script.health=40--int "Health" Script.enabled=true--bool "Enabled" Script.target=nil--entity "Target" Script.sightradius=3--float "Sight Range" Script.senseradius=3--float "Hearing Range" Script.teamid=2--choice "Team" "Neutral,Good,Bad" --Private values Script.damage=5 Script.attackrange=1 Script.updatefrequency=500 Script.lastupdatetime=0 Script.prevtarget=nil Script.animation={} Script.animation.idle=0 Script.animation.run=1 Script.animation.attack={} Script.animation.attack[0]=2 Script.animation.attack[1]=2 Script.animation.death=3 Script.followingtarget=false Script.maxaccel=10 Script.speed=1.5 Script.lastupdatetargettime=0 Script.attackmode=0 Script.attackbegan=0 Script.sound={} Script.sound.death = Sound:Load("Sound/Characters/zombiecrawlerdie.wav") Script.sound.alert = Sound:Load("Sound/Characters/zombiecrawlerintro.wav") Script.sound.attack={} Script.sound.attack[1] = Sound:Load("Sound/Characters/zombiecrawlerswipe.wav") Script.sound.attack[2] = Sound:Load("Sound/Characters/zombiecrawlerswipe.wav") Script.removeBodyTimer = 0 Script.removeBodyTime = 5 function Script:Enable()--in if self.enabled==false then if self.health>0 then self.enabled=true if self.target~=nil then self:SetMode("roam") else self:SetMode("idle") end end end end function Script:ChooseTarget() local entities = GetEntityNeighbors(self.entity,self.sightradius,true) local k,entity for k,entity in pairs(entities) do if entity.script.teamid~=nil and entity.script.teamid~=0 and entity.script.teamid~=self.teamid then if entity.script.health>0 then local d = self.entity:GetDistance(entity) --if d<self.senseradius then -- return entity.script --else -- local p = Transform:Point(entity:GetPosition(),nil,self.entity) -- if (p.z>-math.abs(p.x) and p.z<-math.abs(p.y)) then local pickinfo=PickInfo() if self.entity.world:Pick(self.entity:GetPosition()+Vec3(0,1.6,0),entity:GetPosition()+Vec3(0,1.6,0),pickinfo,0,false,Collision.LineOfSight)==false then return entity.script end -- end --end end end end end function Script:DistanceToTarget() local pos = self.entity:GetPosition() local targetpos = self.target.entity:GetPosition() if math.abs(targetpos.y-pos.y)<1.5 then return pos:xz():DistanceToPoint(targetpos:xz()) else return 100000--if they are on different vertical levels, assume they can't be reached end end function Script:TargetInRange() local pos = self.entity:GetPosition() local targetpos = self.target.entity:GetPosition() if math.abs(targetpos.y-pos.y)<1.5 then if pos:xz():DistanceToPoint(targetpos:xz())<self.attackrange then return true end end return false end --[[ function WorldGetEntitiesInAABBDoCallback(entity,extra) if entity~=extra then if GetEntityNeighborsScriptedOnly==false or entity.script~=nil then table.insert(WorldGetEntitiesInAABBDoCallbackTable,entity) end end end function GetEntityNeighbors(entity,radius,scriptOnly) local result local aabb = AABB() local p = entity:GetPosition(true) local temp = GetEntityNeighborsScriptedOnly GetEntityNeighborsScriptedOnly=scriptOnly aabb.min = p - radius aabb.max = p + radius aabb:Update() local table = WorldGetEntitiesInAABBDoCallbackTable WorldGetEntitiesInAABBDoCallbackTable = {} entity.world:ForEachEntityInAABBDo(aabb,"WorldGetEntitiesInAABBDoCallback",entity) result = WorldGetEntitiesInAABBDoCallbackTable WorldGetEntitiesInAABBDoCallbackTable = table GetEntityNeighborsScriptedOnly = temp return result end ]]-- function Script:Start() self.animationmanager = AnimationManager:Create(self.entity) if self.enabled then if self.target~=nil then self:SetMode("roam") else self:SetMode("idle") end end end function Script:Hurt(damage,distributorOfPain) if self.health>0 then if self.target==nil then self.target=distributorOfPain self:SetMode("attack") end self.health = self.health - damage if self.health<=0 then self.entity:SetMass(0) self.entity:SetCollisionType(0) self.entity:SetPhysicsMode(Entity.RigidBodyPhysics) self:SetMode("dying") end end end function Script:EndDeath() self:SetMode("dead") self.removeBodyTimer = self.removeBodyTimer + (Time:GetSpeed()/100) end function Script:DirectMoveToTarget() self.entity:Stop() local targetpos = self.target.entity:GetPosition() local pos = self.entity:GetPosition() local dir = Vec2(targetpos.z-pos.z,targetpos.x-pos.x):Normalize() local angle = -Math:ATan2(dir.y,-dir.x) self.entity:SetInput(angle,self.speed) end function Script:SetMode(mode) if mode~=self.mode then local prevmode=self.mode self.mode=mode if mode=="idle" then self.target=nil self.animationmanager:SetAnimationSequence(0,0.02) self.entity:Stop()--stop following anything elseif mode=="roam" then if self.target~=nil then self.animationmanager:SetAnimationSequence(1,0.04) self.entity:GoToPoint(self.target:GetPosition(true),5,5) else self:SetMode("idle") end elseif mode=="attack" then self:EndAttack() elseif mode=="chase" then if self.entity:Follow(self.target.entity,self.speed,self.maxaccel) then if prevmode~="chase" then self.entity:EmitSound(self.sound.alert) end self.followingtarget=true self.animationmanager:SetAnimationSequence(self.animation.run,0.05,300) if self:DistanceToTarget()<self.attackrange*2 then self.followingtarget=false self.entity:Stop() self:DirectMoveToTarget() end else self.target=nil self:SetMode("idle") return end elseif mode=="dying" then self.entity:EmitSound(self.sound.death) self.entity:Stop() self.animationmanager:SetAnimationSequence(self.animation.death,0.04,300,1,self,self.EndDeath) elseif mode=="dead" then self.entity:SetCollisionType(0) self.entity:SetMass(0) self.entity:SetShape(nil) self.entity:SetPhysicsMode(Entity.RigidBodyPhysics) self.enabled=false if (self.removeBodyTimer > self.removeBodyTime) then self.entity:Release() end end end end function Script:EndAttack() if self.mode=="attack" then if self.target.health<=0 then self:SetMode("idle") return end local d = self:DistanceToTarget() if d>self.attackrange then --if d>self.attackrange*2 then self:SetMode("chase") return --else -- local pos = self.entity:GetPosition() -- local targetpos = self.target.entity:GetPosition() -- self.entity:SetInput(-Math:ATan2(targetpos.x-pos.x,targetpos.y-pos.y),self.speed) -- return --end end self.entity:Stop() self.attackmode = 1-self.attackmode--switch between right and left attack modes self.animationmanager:SetAnimationSequence(self.animation.attack[self.attackmode],0.04*math.random(1,1.25),300,1,self,self.EndAttack) self.attackbegan = Time:GetCurrent() if math.random()>0.75 then self.entity:EmitSound(self.sound.attack[self.attackmode+1]) end end end function Script:UpdatePhysics() if self.enabled==false then return end local t = Time:GetCurrent() self.entity:SetInput(self.entity:GetRotation().y,0) if self.mode=="idle" then if t-self.lastupdatetargettime>250 then self.lastupdatetargettime=t self.target = self:ChooseTarget() if self.target then self:SetMode("chase") end end elseif self.mode=="roam" then if self.entity:GetDistance(self.target)<1 then self:SetMode("idle") end elseif self.mode=="chase" then if self.target.health<=0 then self:SetMode("idle") return end if self:TargetInRange() then self:SetMode("attack") elseif self:DistanceToTarget()<self.attackrange*2 then self.followingtarget=false self.entity:Stop() self:DirectMoveToTarget() else if self.followingtarget==false then if self.entity:Follow(self.target.entity,self.speed,self.maxaccel) then self:SetMode("idle") end end end elseif self.mode=="attack" then if self.attackbegan~=nil then if t-self.attackbegan>300 then self.attackbegan=nil self.target:Hurt(self.damage) end end local pos = self.entity:GetPosition() local targetpos = self.target.entity:GetPosition() local dx=targetpos.x-pos.x local dz=targetpos.z-pos.z self.entity:AlignToVector(-dx,0,-dz) end end function Script:Draw() if self.enabled==false then return end self.animationmanager:Update() end
  6. Hello. Im Nikola. Im having a strange problem with AI script. I have few 3d characters , my IDLE animation in not 0 anim, it is 3 or 7. When i change that in script, character still performs zero anim as IDLE. How to fix it? Thanks.
  7. Hi I went through the Object script tutorials and I've gotten that crate model to rotate. I've also tested out the Pick example for the Camera class. Now my question how do I make a Camera object that I placed in the editor to do a "Pick" on the crate model then have that model rotate (and maybe even play a sound)?
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