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Found 12 results

  1. Running Windows 10 Home x64, Leadwerks 4.3, Steam Indie Ver Start a new project. Create 2 Boxes, make box2 the child of box1, save as a prefab. Delete the boxes, place the prefab anywhere. Attempt to re size it, in any of the views, you will get a confirmation dialogue asking if you would like to break the prefab connection. Clicking yes results in EXCEPTION_ACCESS_VIOLATION with no error code and quits.
  2. If I create a prefab of decal with "Paint models" option disabled and load this prefab in code, this decal will still be visible on models and GetRenderMode(Object.ModelClass) will return true. Though, loading this prefab in editor will work correctly, Paint models will be off.
  3. Would like to begin by thanking Josh for all the support I've seen from him on other topics. I've been looking for a way to walk through the game world I've created but I can't seem to be able to find an FPS player prefab. I would think that something simple would be available in the original content. I've tried using a crawler but adding the FPS player script and setting the mass to 10, physics mode to character controller and collision type to character isn't working. The controls bring up nill errors implying that I'm missing controller commands in my script. However I cant imagine that bei
  4. Hello, I am trying to check the world for a prefab entity. I can retrieve the names for model entities but not the prefabs. If I change the name of the prefab(returning it to a model) it will get said value. I am trying to write a script in Lua to check if the "FPSPLayer" is present in the world, if the player is not present then create a camera. If I check for a model entity and it is present the camera is not created, if not present it creates the camera, so I know my script works just not for any prefab item. I have tried several prefabs with no avail. Models return "name" just fine. I
  5. Add the attached caulk prefab object to an empty map. Now move or rotate it. Letters will "slide" off the brush face. Texture lock is enabled. prefab.zip
  6. Hi Bought the engine and been doing some tutorials. Awesome stuff. While doing some tutorial I noticed some strange stuff. Script.respawnPoint ="" --entity "Respawn Point" function Script:Collision(entity, position, normal, speed) if entity:GetKeyValue("name") == "FPSPlayer" then spawnPos = self.respawnPoint:GetPosition() entity:SetPosition(spawnPos) end end The above code does not work on prefab ? If I change some property values, then the warning comes up telling me that this is not going to be an instanced prefab. If I clicked "OK" the above code will works o
  7. Hi there, having to trouble with my Scripts. I'm using an Spawn Script for Zombies. This works finde in Editor Mode and Debug. No Problems so far. After Publishing the Game. On first spawn i get following Error Message: Error: Failed to read file "C:/Users/Marco/Desktop/ZombieZ-Starter/GameStarter/G ameStarter/bin/Debug/Data/Horde/offshore/AddOns/Zombie Character Pack/zombie1.pfb". Error: Failed to load prefab "C:/Users/Marco/Desktop/ZombieZ-Starter/GameStarter /GameStarter/bin/Debug/Data/Horde/offshore/AddOns/Zombie Character Pack/zombie1.pfb". Lua Error: [string "C:/Users/Mar
  8. Hello everyone. I need help with a problem that has arisen when I started using the game engine. When I try to put on the map to see the player as the game is running, it does not appear that the prefab anywhere. I searched all folders and does not appear I even uninstalled and reinstalled the software and nothing. I not find him and I can not use the engine. Please someone who knows how to solve the problem? Thanks.
  9. Good evening all, i have a question. How is a simple way to use procedural generation to create Voxels that are encompassed by an smooth iso surface. That i generate those in a kind of "blocky" form and just readjust the shape to be smooth. Maybe with ussage of the marching cubes algorithm. But if the User manipulates it it has to recalculate the shape again to keep the smotthness even with the adding or substraction of some voxels. Maybe the "Terrain" asset may be usefull for this ? I dont have much experience in Leadwerks and just started using it. Before it i used Unity a lot.
  10. today i collapse a modell, saved it again as prefab. the object in the scene treeview looks wrong. there was still the old hirachie with more objects visible. the tree need a compleate refresh. i saved the map, open the map and it looks ok.
  11. Note: I'm very new to Leadwerks, so most likely I'm missing something obvious. I've created a 512x512 floor block and I'm trying to load a 4x4 square of them with the following code: --Dynamically create some dungeon geometry: System:Print("loading dynamic floor") self.floors = {} for i = 1, 4 do for j = 1, 4 do floor = Prefab:Load("Prefabs/Tinyboss/floor2.pfb") table.insert(self.floors, floor) floor:SetPosition(2048+512*i, 0, 512*j) System:Print(floor:GetPosition().x.." "..floor:GetPosition().y.." "..floor:GetPosition().z) end end self.FirstTime = false (I put it at the end of
  12. Flag shader with some controls : Install: unzip into project root Drag Prefabs/Flag/LEFlag into scene Adjustables: In scene/script tab Wind Frequency Wobble SpeedFactor You can easily swap out the flag model with something more exciting than mine. Pics shows when wind is 0.5 and 1.0 flag.zip
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