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Everything posted by Haydenmango
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General tab position field maxes out at +-100000cm
Haydenmango replied to shadmar's topic in Leadwerks Engine Bug Reports
I just noticed this same problem today when trying to increase my resource respawn time. It will stop at 100000 if the value is a script float as well. Like if you did -- Script.health=80 --float "Health" In the entites Script Tab the "Health" float will max out at 100000. -
Yeah I wasn't sure if this was intended or not so I just posted this here. If this is indeed a bug then this can be moved to the bug reports.
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Looks good! Gotta love those easy imports. As far as glass goes there should be a glass texture that comes with the tutorial project. The glass material has the proper shaders/other settings for glass. For trees I would check out some of the packs made by Nobiax. -- http://nobiax.deviantart.com/gallery/24853853/Packs
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Yeah it will generate the Character Controller cylinder physics which is unwanted in many cases including this one most likely. A work around is to move your entity and then make an invisible entity with character physics that will follow it (using SetPosition() and SetRotation()). Give your entity Debris collisiontype to avoid collisions with the invisible entity(with Character Controller physics) following it. Might not be perfect but that is what I am doing until I can make custom collision responses and it works pretty good.
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When you changed the balls collision type to Character did you also change its Physics Mode from Rigid Body to Character Controller?
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I ran out of room on my scene tab the other day and now I am running into issues. I can no longer drag entities from my scene list because they aren't visible on my scene list. Also it is hard to find where I placed things and overall the scene tab is pretty useless at this point. I would suggest 1. Don't allow the scene tab to end. and 2. A search function in the scene tab where you can type in a name and then all the entities in your map with that name will appear on the scene tab. Little video just to show what I mean more clearly -- https://www.youtube.com/watch?v=jagw-0OK-Yg&feature=youtu.be
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You may have tried this before but referring back to my example above what if you made pickend equal to the pickinfo.position? That should get rid of the distance between entities problem and should instead give you the distance between your entity and your pick position. Or tp_toPick.position in your case. It would look like if self.entity:GetPosition():DistanceToPoint(pickinfo.position) < maxdistance then etc.
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Some control would be nice. edit-- I just remembered seeing this post a while back that was talking about how you can change collision response types. I've never gotten it to work though. http://www.leadwerks.com/werkspace/topic/9109-collision-response-types/page__hl__collision%20type#entry69329
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I posted a link to that above^^
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Then why are there different collision types?
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I think trigger collision only reacts to character collision. So prop collision won't detect the collision with your trigger. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/collision-r778
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Try to use a World Pick it gives you a starting Vec3 point and an ending Vec3 point for your pick. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/world/worldpick-r502 If you need the camera pick for whatever reason I think you could also calculate the distance between your pick point and your pick start manually. Something like -- if pickstart:GetPosition():DistanceToPoint(pickend:GetPosition()) < maxdistance then etc. pickstart, pickend and maxdistance are the changeable values.
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i'm just starting to play and enjoy with Leadwerks!
Haydenmango replied to Charrua's topic in Showcase
That is awesome! Physics is the one area of this engine that I haven't started exploring yet. I like what you've done here I can see that there are lots of interesting combinations you can create. Very inspiring! -
Great video, thanks for sharing. My friend plays LoL a lot and I like to examine all the different characters and their animations while he plays. I enjoyed seeing how Zbrush works as well, it seems like a useful tool.
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Nav mesh isn't big enough
Haydenmango replied to Haydenmango's topic in Leadwerks Engine Bug Reports
Yep this is still happening to me as well, even after just updating my project. Terrain size 1024. -
I really like the idea! It sounds like a nice change of game play for the survival genre. I have been waiting for a survival game that gives players something to work together to kill rather than players just killing players, boss fights sound promising. I also like the idea of being rewarded for how many day/night cycles you survive. I'm looking forward to seeing how this evolves!
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Looks interesting. I agree with Yougroove though, I would like to see more content if the game is 40% done. I like the website design it is very clean and easy to navigate. I wish you guys the best!
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You can friend me on steam if you'd like my account name is haydenmango, I live in Hawaii so I might not always be available although I am online a lot. All I had to do to get the water to work in a new map was this- 1. Drag the waterplane prefab into your map. 2. Click on the camera and go to the Camera tab and check use. If it still doesn't work or if you need help implementing it in a different way let me know.
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Are you using Steam Indie edition? If so does the file download or do you get an error? If you don't get an error are you having trouble setting it up? I could help you with setting it up. (if you are using Steam Indie Edition)
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What you imagine you can create as well! Good post! +1 for imagination.
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Just wanted to say that this issue was fixed at some point. I can now drop my weapon entities without using Instance() and their collision shapes stay the way they should. Final code (somebody may find this useful although you will need to change some things) -- elseif pickInfo.entity.script.weapon then if self.weapon~="torch" then if self.weaponentity~=nil then self.weaponentity.script:Drop(pickInfo.entity:GetPosition(true),pickInfo.entity:GetRotation(true)) end self.weaponentity=pickInfo.entity self.weapon=self.weaponentity.script.name self.weaponentity:SetPickMode(0) self.weaponentity:SetMass(0) self.weaponentity:SetPosition(self.palm:GetPosition(true)) self.weaponentity:SetRotation(self.palm:GetRotation(true)+self.weaponentity.script.rotation) self.weaponentity:SetParent(self.palm) self.weaponentity:SetCollisionType(Collision.None) self.weaponentity:SetShadowMode(0) return end end Script.weapon=true Script.weaponname="" --string "Name" Script.mass=1 --float "Mass" Script.rotation=Vec3(0) --vec3 "Rotation" --fighting values Script.throwingweapon=true Script.damage=5 --float "damage" Script.range=2.5 --float "range" function Script:Drop(position,rotation) self.entity:SetParent(nil) self.entity:SetMass(self.mass) self.entity:SetCollisionType(Collision.Prop) self.entity:SetShadowMode(1) self.entity:SetPickMode(1) self.entity:SetPosition(position) self.entity:SetRotation(rotation) end
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Nav mesh isn't big enough
Haydenmango replied to Haydenmango's topic in Leadwerks Engine Bug Reports
Yeah I tested it in game with self.camera:SetDebugNavigationMode(true). It does end and all my enemies start running in place. I could post a video if needed. -
Nav mesh isn't big enough
Haydenmango replied to Haydenmango's topic in Leadwerks Engine Bug Reports
Is this happening to anyone else? My world size is 1024. I tried creating a new map with a terrain the same size and then I made a navmesh. I got the same results... -
Hi when I build a Nav mesh in the editor or through my scripts it doesn't reach the ends of my terrain(using Leadwerks terrain). What can I do? Picture--
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Yay! Everything works great now after the bug fixes. Also the new skybox system was a nice touch. I have to ask though, Did you reduce the View Range distance?