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Showing results for tags 'Position'.
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Hi. I want to load the player entity position from an object in the editor. It works very well but; I want to spawn in the center of the scene when there is no object named "info_player_start". When I remove the comment lines, it always spawns at the center of the scene. I don't understand why. Here is my code... #include "Game.h" Game::Game() { loadMap(); loadEntities(); player = new Player(playerStartPosition); } Game::~Game() { delete player; } void Game::loadMap() { std::string mapname = System::GetProperty("map", "Maps/start.map"); if (!Map::Load(mapname)) Debug::Error("Faile
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How would you get a tower to get the next enemy in the scene ? I have already done the aligning to a target thats manually put in. I have a pivot thats attached to a prefab of the crawler. This pivot is the target , and when the crawler spawns the turret should know if a pivot is in range and align to it.
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Whenever I try to get the position of a CSG cyclinder, the game crashes. If I replace it with another object, it runs fine.
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I'm slowly getting to grips with the game engine and seeing how far I can go with just LUA, so plenty of learning opportunities! I'm looking at how to implement all the functionality I need for an RPG and decided the latest bit was worth sharing. This allows you to control where on the map the player is positioned when the map is loaded. I created TriggerChangeMapPos.lua which accepts a second optional parameter, a target object. If this is not specified then the saved player position is used as previously so this could be used as a drop in replacement for the original TriggerChangeMap.lua