You should put the word [TIP] in the title of these kinds of posts so they can be easily recognized when people are searching as I can see giving these little tips catching on.
Would have to see the script. Outputs will only be called if criteria is met so your script must set a value or something on KeyHit() and that value is checked in the Update() function and if it's true it'll keep calling the output them.
The lines can be blurred between what a flowgraph is and visual scripting (I'd call them one in the same myself). UDK Kismet seems to have all the same functionality as the screenshot above, but Kismet's implementation looks much better I my view.
Chris figured out the riddle answer but doesn't seem to have the way the door should open. He did tell me know he opened the door (must be a bug or something but I couldn't reproduce it) but it's not the puzzle "way" if you will.
My clown mole has a big afro and when you hit him he spins on the way down and the hair moves with it. The entire model hierarchy should be visible in the scene tab. Make the hair the child of the head node.
Can't you just make it a child in the editor, position it where you want it via the editor, save as prefab and now you're good to go. This is what I did with my moles. No coding required, and nice and easy.
http://www.leadwerks.com/werkspace/page/games/_/dungeon-master-r30
I have updated Dungeon Master with a new puzzle to open the 2nd door. I'm so confident in this puzzle that I'm offering a prize to the first one to solve it
The first person to PM me with the solution for how to open both doors will win a $5 or less steam game as a gift from me! Putting my money where my mouth is
I'm not sure if you can cheat on this, but please don't
The game might still crash and be slow because the physics is unstable and performance is not the best.
If I copy an object that has a script attached, their nodes in the flowgraph are looked at as the same (they share connectors). I don't think that should be the case and trying to think of a reason why this would be the case. I'm copying for convenience but the functionality of the flowgraph node for each copy should be separate in my view.
I was changing the name of an entity in the scene properties and notice I would press the delete key and then enter to make the name take and the thing I deleted would come right back. However if I pressed the backspace key it would finally remove what I wanted.
I'll make a complete game for anyone for $200K!
This is a tough one because some other engines really do have amazing tutorials showing ways to make certain game types. People then come here from those engines and want/expect the same sort of tutorials. Who is to say if that's reasonable or not given some other engines do provide these.
Like I said Aggror, you could make some money from this when the Linux crowd hits. You are really good at those tutorials.
I just feel like with documentation the view is generally that you can never have enough. Josh has noted this before, which basically means it's never good enough no matter what you do. This means the return on investment in time is questionable to provide more than he already has, which I believe we aren't going to get much more out of Leadwerks.
Enter the community. Someone (Aggror) could even treat it more like a classroom instead of tutorials. I think if people knew that it was a community member maybe it wouldn't be so bad? Just an idea I guess.
Aggror, I feel like there might be a business opportunity here for you You can sell access to tutorials you make for like .99 or something. The demand might be there and Josh and team clearly won't have enough time.
I don't feel like Josh has given a priority to one or the other recently. Being that the engine is written in C++ it's natural that things will be missed/delayed when exposing to Lua just by pure accident on his part.
@YouGroove There are more libraries (outside of LE) for C++ than Lua. There is more code for Lua inside LE than C++ (since it's easier to plug and play Lua code in LE), so not sure if that's what you meant?
Autocompletion would be a slick feature if Josh could implement it.
I agree with the flowgraphs. I hope Josh gets the logical entities in soon like he was talking about as it helps not litter the scene with pivots when using flowgraphs, but we can do a lot with how it's setup now. It's not perfect but rarely anything is
It really is amazing how easy it is to setup scene functionality with reusable flowgraph scripts. Love it!
I'm a little torn on this one because the whole AddRef()/Release() applies to every LE entity and it's not font specific. This is just me being new to the AddRef()/Release() usage.
I don't recall seeing that as I noticed if I hit the edge of the level it would push me off the edge also. I think a way to sort of simulate this would be to tilt the entire level back a little. As long as the camera moves with it, it should look normal but the physics would push the ball towards the wall some with a small force to correct a little.