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Everything posted by Haydenmango
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I thought that would be the issue at first as well but even after hiding every object in that corner the invisible barrier is still there. The stairs and railings have children but the parents have the physics shape.
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I am running into invisible barriers while playing my game. I checked the area around where the invisible barriers show up but there is nothing there. I tried hiding all objects near the invisible barrier to see if they were the cause but it made no difference. I tried using Debug Physics Mode but the physics for the invisible barrier doesn't show. I can't seem to find any reason for why this is happening. I don't want to post my map to the public but I can send it to Josh if it helps.
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Good to know! I normally put a script on all my particle emitters that will release the particle emitter after a certain time so not having to put scripts on one shot particle emitters is cool.
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Do I need to Release() particle emitters once I am done with them or do they Release() themselves once they finish playing? It seems like I am supposed to Release() them manually and that is what I have been doing but when I look at the FPSgun.lua I can't see where the emitters being created (smoke emitter and blood emitter) are destroyed. Is this an issue with the FPSgun.lua, do particle emitters Release() themselves, or am I just missing something?
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Hey everyone! I made a Ammo Pickup Script that is compatible with the FPS pack that just came out. Just place the Ammo Pickup.lua on a model and while playing look at the ammo model and click E to pick up ammo. There are two changeable values for the amount of ammo and for the type of ammo you pickup. Here are what the default ammo types are - 1 - Autopistol (Pistol that comes with Leadwerks, if you aren't using the machete) 2 - Pistol 3 - Shotgun 4 - MP5 5 - M4 To see your Ammo amount you can add this into your FPSplayer.lua under the PostRender(context) function - if self.weapons[self.currentweaponindex]~=nil then context:DrawText("Ammo: "..self.weapons[self.currentweaponindex].clipammo.."/"..self.weapons[self.currentweaponindex].ammo,context:GetWidth()-100,context:GetHeight()-100) end Ammo Pickup Script - https://www.dropbox.com/s/vdgy70rtmlnrex2/Ammo%20Pickup.lua?dl=0 FPS Pack - http://store.steampowered.com/app/329100/ Extra! - Med Pack Script - https://www.dropbox.com/s/jh36dtoj06ypxlz/Med%20Pack.lua?dl=0 Let me know if there are any issues and I hope this helps! Extra thanks goes out to Imchasinyou for testing these scripts with me. Edit-- I forgot to mention one very important thing! You need to add - Script.maxammo=200 --int "Max Ammo" into the FPSgun.lua
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I updated the script so you can choose between clicking ctrl to crouch or holding ctrl to crouch. https://www.dropbox.com/s/rbh1iof5qubss78/Edited%20FPSplayer.lua?dl=0
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Did you place your camera into the Camera box under your Characters Script Tab? edit---waiiitttt I found the problem, line 152-153 change --self.camera = Camera:Create() self.camera = self.Camera to self.camera=Camera:Create()
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Ok, just looked over your script and it looks like you just need to change - Script.Camera=nil to Script.camera=nil Capitalization can change everything! edit-- Also you will need Script.crouched=false Script.crouchedheight=.9 --float "Crouch Height" at the top of your script for crouching.
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The Terrain functions have no documentation. I would like to see them documented because I can't get half of the functions to work and it is a pain trying to figure it out.
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Well line 646 is local pickUpX = math.floor((context:GetWidth() - self.image.hand:GetWidth()))/2 for me so that doesn't make any sense. Have you edited the script at all? Also if you go to your characters Script tab is the Crouch Height value equal to a number?
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No Problem, I am glad to help! Yep, that is where you can change the Key that activates/deactivates Crouching. Thanks for pointing that out I am sure others will find that useful. Lines 605-610 are the lines that actually make the camera move to your crouch height and I also changed line 599 from - self.entity:SetInput(self.camRotation.y, playerMovement.z, playerMovement.x, jump , false, 1.0, 0.5, true) to - self.entity:SetInput(self.camRotation.y, playerMovement.z, playerMovement.x, jump , self.crouched, 1.0, 0.5, true) to activate the Character Controllers crouching function.
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Lots of people ask me to help them get crouching to work so I edited the FPSplayer.lua slightly so that it will work with crouching. I thought I would post a link to it here since a lot of people have trouble figuring this out. https://www.dropbox.com/s/rbh1iof5qubss78/Edited%20FPSplayer.lua?dl=0
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Try changing - self.context:DrawText("FPS: "..Math:Round(Time:UPS()),2,2) in your App.lua to - self.context:DrawText("FPS: "..Time:UPS(),2,2)
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Nice job, those are some good looking models. Also the funny model made me laugh.
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I keep getting this error - Writing screenshot "C:\Users\Hayden\AppData\Local/HalloweenProject/Screenshots/screenshot1.tga"... Failed to write screenshot "C:\Users\Hayden\AppData\Local/HalloweenProject/Screenshots/screenshot1.tga". am I doing something wrong? my code is just this - if self.window:KeyHit(Key.I) then self.context:Screenshot() end EDIT -- Talked to macklebee about the issue and it was just that my "Hayden" folder was locked. So I changed the path like so - self.context:Screenshot("c:screenshot.tga") and everything works.
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Ah, that makes sense. Is there anyways to enable screenshots in workshop games? I think context:Screenshot() only works with lua sandbox disabled so that won't do.
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Does Lua Sandboxing disable Steamworks? It seems like it does and that is unfortunate because there is no way for people to take screenshots in Workshop Games unless they use some other software.
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Workshop Items Fail to Load in Workshop Game
Haydenmango replied to Haydenmango's topic in Leadwerks Engine Bug Reports
Re-published and now everything works. Thanks Josh! -
I published my halloween game to the workshop for testing and all of the items I got from the workshop failed to load. This is what the log says to every workshop item- Loading model "C:/Program Files (x86)/Steam/steamapps/common/Leadwerks Indie Edition/Templates/Common/AddOns/Halloween Model Pack/pumpkin_carved.mdl" Failed to read file C:/Program Files (x86)/Steam/steamapps/common/Leadwerks Indie Edition/Templates/Common/AddOns/Halloween Model Pack/pumpkin_carved.mdl Deleting model "C:/Program Files (x86)/Steam/steamapps/common/Leadwerks Indie Edition/Templates/Common/AddOns/Halloween Model Pack/pumpkin_carved.mdl" I am using Leadwerks Indie Edition and am in the beta.
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Halloween Game Tournament 2 (HGT2) Dev Diary (Videos)
Haydenmango replied to Rick's topic in Showcase
Good stuff Rick! I really like how you are setting up the sequences and I love that overhead play-style. -
Entertaining myself with different styled maps
Haydenmango replied to Imchasinyou's topic in Showcase
That sounds like a solid design. I would go with making a new level when you switch to the industrial area just so you can make the most out of each separate area without running into performance issues. Using a lift for the map change is a great idea. Keep up the good work, I am looking forward to seeing more! -
Entertaining myself with different styled maps
Haydenmango replied to Imchasinyou's topic in Showcase
Wow! I really like the sewers layout, great job. -
Everytime I try to add a shader to a material it doesn't work. I am using Leadwerks Indie edition and am in the beta. More info in this video - https://www.youtube.com/watch?v=B0YhnuMfI1A
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I just found this game changing tutorial for how to make trees without hours of tedious modeling. Check it out! --
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I have been getting the same problem ever since the last update. I didn't know it could be fixed by choosing angular threshold though, thanks for that.