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Everything posted by Rick
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@cassius You technically don't need a gun firing example in LE to do a first person shooter. You need to know what the engine offers and figure out how to fire a gun on your own. Or post in the forums asking for help. Or google how to fire a gun. It's a generic enough idea that there are many articles, forum posts, etc on the internet to get you started in a generic way that you then translate into how your engine does things.
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No, you can set anything you want (has to be text I think though). entity:SetKeyValue("age", "10") entity:SetKeyValue("eye.color", "blue") etc
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Yeah, it's different. There is no function that gets called when you set values from the editor. Check out http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/object-scripts-r631
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local value = entity:GetKeyValue("key") entity:SetKeyValue("key", "value") Is that all you mean?
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I resized a model of a gun in the model viewer way down. I then made a physics shape on the model. I put the model in a scene and show physics and it looks fine. When i run the game however the physics shape is on the original scale of the model (which in my base was massive). I also tried a Box shape and Fit Shape button but the same thing happened. Something very wrong with scale and physics on models.
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And this is why game dev is so hard. Nothing ever works right You might have to get more involved into the physics. For example bouncing manually when colliding with the sides by adding forces and slowing the ball down yourself perhaps?
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I'm suggesting we have an LE Larry, which would be a plain human character scaled correctly as part of the engine. Maybe a couple basic animations or something. Just to give us a stand-in character and a better idea of normal scale to compare too. Maybe even be able to toggle him showing in the model viewer to help us scale there.
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I'm sure it was just a sphere...
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I don't think this has anything to do with CSG YouGroove. Also Counter-Strike is still one of the most popular online games in the world which makes heavy usge of CSG.
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I don't have any issues either. VS 2010 Express.
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Also is there a way to debug physics in game? I have this gun model and I did a Box shape to fit it and set it's type to Prop but when I run into it with my player it doesn't seem to trigger a collision. I also noticed if I give it a mass it seems to fall through the floor, which I wouldn't think it would do with the box shape. [edit] Actually this is acting strange. If I move it up high off the floor it collides but not how it should. It's like the shape is way under the model because the model floats on the ground. When it fell it acted like it hit the ground and bounced around some but the model was still in the air. When I turn on physics in editor the box looks to be around the model. Also without swept collision checked it would fall through the floor. [edit2] You know I scaled this model way down. I wonder if that has anything to do with it. This has to be what it is. I don't think Fit Shape considers the scale maybe? The shape size it has is 2, 10, 30 and there is no way this gun model is that big after I scaled it down, but it was really big before the scale. Strangely enough the show physics shows the shape much smaller than the shape size lets on.
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Yeah, that's what I'm doing. Was just hoping it could be before that because that's making a lot of unneeded calls with colliding against the floor :/
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How can I register only specific collisions to be calling my collision hook? Right now it's calling every frame which I'm guessing is because of the player colliding with the floor. However, I only say want to register a hook for when the player entity collides with props.
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I still think it's odd you don't look at RakNet. It is free to use and only if you make > 100K will you have to pay money. Honestly, you'd be so lucky to make any money from a game
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For sure not the cheapest and Josh would have to charge us for it, but the idea being that Josh can spread that cost out over time with the customers he gets for LE. Also, it wouldn't have to be as is. The way I look at it, this would give RakNet for Josh to use as the base networking library and can wrap it up into LE specific networking. That way you know your starting from a library that is tested and performs and handles all the platforms (and more (consoles)).
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I actually wish Josh would integrate RakNet. They have a license where he could purchase it and wouldn't require us to purchase or follow their current license. Josh would have to distribute the one time cost to us but it's a proven cross-platform network library and if Josh does his own implementation he'll still most likely be charging us anyway. I'd be more willing to pay for a network package from a stable networking library.
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lol noone has job titles but this person just answers the phone so.... +1 though for this!
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If I make my floor csg 80.25x63.75 the show navigation works just fine. If I increase to 80.25x64 the green show navigation doesn't show up anymore. Is there some kind of size limit for navigation that would cause this?
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If I screw up extracting an animation that isn't the last animation I added, then when I remove the one I messed up it reorders all the animations! This is a pain as now I have to redo my code to reflect this. When we extract we should be able to give the sequence number ourselves.
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You might want to look at something like RakNet. It has crossplatform support.
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This is an amazing framework to build from Aggror! Keep going on this. 1) I can hit while the ball is still moving 2) I sometimes can't hit hard enough to get up ramps 3) Physics is still off some with bouncing off walls and such. The ball also stops to early most of the time. Usually they roll a long ways in mini-golf Keep this up and see it through Aggror!
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You can make a Lua script that exposes a string property. This value for all your objects you could use json or whatever to format the data you need. In the script set the entity key value to this data. Then in C++ you can probably find a pretty lightweight json parser and get the entity data. I guess I'm not sure when the scripts Start() is called in relation to parsing the map in C++.
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steeleb, I was playing with something like that and what I did was attach a script to the csg floors that set a key to to say "walkable". Then when the mouse picks it would look for that value and only allow movement if it had the walkable key set to "true".
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Coming back to this the mass thing will work but you might actually want mass on some csg objects and so automatically just setting the mass to 0 might not work as you'd have to be very specific then for each object to check if it's the one you ant mass on and then not set it. Where the script method you don't have to worry about that, or better yet the "merging" flag we are hoping for solves all.
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I think what he means is to set the mass to say 5 in the editor, then when you process your entity set the mass to 0 so it doesn't have mass. The setting of the mass to a non zero value will make sure it can be processed via Map::Load() and setting it back to 0 after you processed it makes sure it doesn't fall to the ground. This should work and is another alternative until Josh gives us a merge flag for CSG