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Everything posted by Haydenmango
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Ah I am very sorry then I was misinterpreting the issue. Disregard my info.
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Did you even try it? and btw they are in Vec3. <p> "Syntax bool Pick(const Vec3& p0, const Vec3& p1, Pick& pick, float radius = 0.0, bool closest=false, bool recursive=false, int collisiontype=0) Parameters p0: the origin of the ray in global coordinates. p1: the terminal end of the ray in global coordinates." " PickInfo The pick class is a container for storing information about a pick operation. Members Vec3 position Vec3 normal Entity* entity Surface* surface Face* face int triangle" Using Vec3 positions for the start and end of the pick works for me.
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It seems your problem is that your two positions are your mousepos.x and mousepos.y. The two positions you need are 1 the area the pick starts from and 2 the area the pick will end. example positions that may work-- 1-self.entity:GetPosition() 2-target.entity:GetPosition() or 1-self.entity:GetPosition() 2-self.entity:GetPosition()+Vec3(0,0,5)
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Creating New Material or Script
Haydenmango replied to Haydenmango's topic in Leadwerks Engine Bug Reports
This bug may have been fixed as I have not seen it happen in a day or two. If it reoccurs I will update this. edit--- This bug is not fixed. It has happened to me 3 times today, just an update. -
Scripts- Everything but App.lua and Error.lua can be deleted. You may want to hold onto AnimationManager.lua(keep this if you are using animations), GetEntityNeighbors.lua, CollisionTrigger.lua, and ReleaseTableObjects.lua as they are useful but for an empty project you may delete them. Sound-Everything can be deleted. Models-Everything can be deleted. (Keep the folder "Models/Characters/Generic" if you are using the character controller) Shaders-All PostEffects can be removed. (just delete PostEffects folder) Prefabs-delete everything. Materials(this gets a bit tricky)-- --do not delete these folders-- Common Developer Effects Fonts Icons Sky(keep this if you don't want to delete the skybox texture) delete everything else. Maps- delete all That is what I do. I never tried deleting the whole Materials folder but if it works it works.
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Creating New Material or Script
Haydenmango replied to Haydenmango's topic in Leadwerks Engine Bug Reports
got a decent video of the behaviour- https://www.youtube.com/watch?v=2llLKBVmbVw I should add I started taking the video right after I clicked on "New Script" in the window with my scripts. -
@Einlander-Strange I am using the leadwerks beta game client, launched from steam(windows 7) and I am getting this issue. see my post above for pics. @Admin It does seem this only happens at the start and end of the game and while it doesn't cause to much lag for me it is definitely strange. Also this problem seemed to start as soon as I updated steam; I was on leadwerks right before the steam update using the same map and it was not doing this.
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@josk I had a great time playing this! It took me two tries before I understood that you are shooting shapes at the moving shapes and that you choose the type of shape that you shoot by clicking on the floating shapes. Once I figured that all out this game became really fun. Regarding french keyboard--you could just make it left and right arrows instead of A and D.
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You are not alone. This started happening to me when I was working on my new map today. Pictures - https://www.dropbox.com/sc/v94tszjtcbjqiry/9k-_0s17vn this wasn't happening yesterday. steam indie version (beta) windows 7
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Creating New Material or Script
Haydenmango replied to Haydenmango's topic in Leadwerks Engine Bug Reports
yes that is what I am experiencing. When I try to create a new script and the Rename window pops up I have only clicked cancel so I am not sure what happens if I don't click cancel and actually rename the script. I don't know if that part matters but I will test it if I get the chance later. -
Creating New Material or Script
Haydenmango replied to Haydenmango's topic in Leadwerks Engine Bug Reports
if it happens again I will record a video and send in my computer info along with the video. -
Creating New Material or Script
Haydenmango replied to Haydenmango's topic in Leadwerks Engine Bug Reports
Yep sounds exactly the same, thanks for the links. Sorry for reposting a known problem. -
Hi lately when I try to create new Materials and/or Scripts the editor will instead open up a 'Rename Material/Script' window and the Material/Script in the 'Rename' window is always the last Material/Script I created. To further the issue the New Material/Script I attempted to create was created but is not visible in the editor unless I exit and reopen the editor. I am using the indie edition (beta), Windows 7. If more information is needed I can try to get screenshots later as it happens quite often.
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Thanks for trying out the game josk! hahaha made my night. As weird as it may sound that is somewhat the intended feeling this game is supposed to give. I was originally going to post a much more relaxed Underwater Maze version using these scripts but after playing Goat Simulator things took a different turn.... I look forward to playing your game when it arrives!
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Thanks for the remarks YouGroove! I was intending on making easy, medium, and hard modes for the game where the damage/physics impacts were lessened but I never got around to that. Instead I implented the "R" key which you can press repeatedly to regain your original rotation. I understand it's pretty rough but the heavy impacts were some of the most fun for me when I was play-testing. Thanks again for trying it out and I will try to come up with something again for next month! edit-------I tested both SetRotation(using the over-time method you stated above) and SetPhysicsRotation. In the end I stuck with SetPhysicsRotation because I felt it got the result I wanted and it fit the 'get smacked around' feel the game has. Also when you are using both the WASD and arrow keys it is harder to hit the mouse then it is to hit the spacebar in my opinion. I think if you play the game a couple of times through you may start to enjoy the intense collisions and freedom of movement it has to offer but feel free to mod it however you like to suite your needs. And again thank you for the feedback YouGroove!
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Very nice YouGroove! The models and scenery are very cool and the gameplay was pretty nostalgic for me (even though I'm only 19). http://www.leadwerks.com/werkspace/files/file/525-underwater-asteroids-minigame/ This will be my mini game of the month! It is based off of the 2d game Asteroids. There are some extra features that were not in the original Asteroids and high score messages!!! Have fun everyone and let me know what you think.
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Keep in mind you have to create the model and the animations in a different program such as Blender. Once you have a model with animations I would look to the tutorial Aggror posted.
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Moving player Forward based on Camera Angle
Haydenmango replied to Haydenmango's topic in Programming
wow.... so I set Move(self.move,false) and it works! I wasn't moving in local space. Sorry about that and thanks for the responses everyone! -
Moving player Forward based on Camera Angle
Haydenmango replied to Haydenmango's topic in Programming
The problem is after I rotate my entity I need to change my movement values somehow to accommodate for the change in rotation. Example- if window:KeyHit(key.w) then self.move.z = 1 end self.entity:Move(self.move) now when I rotate I am still moving the same direction, no longer Forward. This is my issue. I can move fine in the water without rotation. -
Moving player Forward based on Camera Angle
Haydenmango replied to Haydenmango's topic in Programming
yeah a simple Entity:Forward(entity,amount) would be nice. -
Moving player Forward based on Camera Angle
Haydenmango replied to Haydenmango's topic in Programming
Thanks for the clarification Rick. I wasn't sure if SetInput() was connected to the Navmesh or not; all I could tell was that it wasn't working in the air/water. I'm so tired I can't figure out how to change the title if I even can, hopefully someone will understand it if not I may change it later on today. @DudeAwesome I know there is a 3rd person camera script and a 1st person character script but neither of them contain the answer. They only utilize SetInput(). -
Hi everyone. So this may be basic for some people but I have been having some trouble making my character move forward depending on where the camera is facing. I can make my character rotate and even move, but not consistently forward. I am not using Navmesh (the player is floating underwater) so I don't think SetInput() would work. I have tried messing with other scripts and functions but I am not the best at math yet so any help with this would be appreciated.
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Some Randoms that came to mind--- -Do you have it?/Did you find it? -Enemy spotted/enemy in sight -Out of ammo -Run! -There must be another way... -Over here! -Get behind cover -On cooldown/Ability not ready yet -Grenade!/Bomb! -Out of range/To far away -Help! -Incoming!/Prepare yourselves!
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If I come up with something clever I may participate. This is a cool idea, it will be interesting to see what people come up with!