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Josh

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  1. No, the engine will load both scripts.
  2. You'd probably want a separate script that you add to each powerup object.
  3. If you want to use Leadwerks 4.6 for any reason, you can switch to install this version with these instructions: Right-click on the application in the Steam interface. Select the Properties menu item in the popup menu. In the Betas section, select the version 4.6 branch.
  4. DLC installation does not require a login.
  5. Investigate this: https://discord.com/channels/1175951843118031049/1175951843612954786/1442661819054297151
  6. What do you mean by your DLC? What is that?
  7. FYI, you can download these items manually in the web interface. (Sorry if you already know that.) I will send you a private message.
  8. If you bought Ultra, you have Leadwerks 5 and the Leadwerks Professional DLC on your account now. Run that application instead of Ultra. All future development will take place there. https://store.steampowered.com/app/251810/ If you bought Ultra Pro you have the Leadwerks Professional DLC on your Steam account. To install it, right-click on Leadwerks Game Engine 5 in the Steam interface and select the DLC tab on the left.
  9. You should not create a new world in an entity script. The world is already created for you. MgetWorld = {} function MgetWorld:Start() self.pref = LoadPrefab(self.world, "pref/test_obj.pfb") if self.pref ~= nil then self.pref:Move(0.0, 0.0, 0.0) Print("MgetWorld : done") end end function MgetWorld:Update() end
  10. We plan to support Linux in the future.
  11. What is the name of the Lua script file this code is placed in? Is this in main.lua or in an entity script?
  12. The mouse tool menus and shortcut keys are dynamically assigned, because the system is meant to support new mouse tools that are not coded in the core program. It might be possible to modify these with a script that runs after the program is loaded.
  13. A big thanks is due to @klepto2 for his help implementing the Scintilla text editor, nice bloom effect, and volumetric lighting!
  14. I have reinstated the app data on our server and you can continue to run the standalone version. However, it will not receive any more updates, so I don't know how useful it will be. If you do not already have Leadwerks Game Engine on Steam please contact me.
  15. It would be better to declare it as a local variable: local framebuffer In this case, it probably won't matter, but in the future it's a good idea to declare local variables whenever possible.
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