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Rick

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Everything posted by Rick

  1. Not sure if Josh fixed this in the most recent update or not. Will have to test again.
  2. It's not about the animation manager script (because that script is easy), it's about managing states that call this script. That's the part that can get complicated in code, so I disagree. I think having an easy flowgraph way to manage states that are attached to animations would be a great feature.
  3. beo6 I think the new Update button was supposed to do something like that for us? That was my understanding anyway.
  4. I think it's more about how one triggers the animations. The animation script is one part of this. @YouGroove, I'll explore if there are ways to get this going with the flowgraph because I agree it would be cool if we could hook this up with the flowgraph. One obstacle we need to get over is not being able to define arrays in scripts that get exposed to the properties as that would help with letting the user define states.
  5. I'm working on Angry Andy. A simple demo and follow up to Furious Frank
  6. Bones have scale? I thought it was more like a pivot which is basically just a 3D point?
  7. You are right about the benefits of Lua YouGroove. If someone is more comfortable with C++ then that's great and they can use that. If the game you are making pushes the envolope of the CPU then C++ will be a better option.
  8. Are you scaling and rotating the model or the scene? Should be the scene and NOT the model. That one got me when I started using UU3D.
  9. I've only tried in Lua.
  10. That's why I have the other post . This feature does add other benefits though, but one of it would have been a workaround if it was already there.
  11. OK that'll be nice. I'm only wanting to do this right now because when I attach a script to a model and save as a prefab, when I access the script after loading the prefab variables don't seem to hold through function calls. I made another post about it on the boards here. Was hoping this would be a workaround to get this working.
  12. What sucks is that I always have models that I've purchased in the game so I can't just give the project out, and those are the only models I have that have animations. I would just say the steps to reproduce would be. 1) Add a model that has animations and has the animations broken out 2) Add the model to a scene 3) Attach the animationmanager script to that model 4) Save as prefab 5) In lua code load the prefab (Prefab:Load()) 6) Access the animationmanager via prefab.animationManager:SetAnimationSequence(1, 30) and you'll see it blow up
  13. How can I attach a script at run-time to a model from Lua?
  14. Could make the game style like double dragon where you have a little room in the z direction to play with. Then the invisible colliders would work just fine. Also, just checked out double dragon again. The opening scene has a guy punching a girl in the stomach and taking her away. Nothing like a little domestic violence on women to start a game. I totally forgot about that.
  15. You are correct. Thanks. http://www.thegamecreators.com/?m=view_product&id=2241
  16. Does anyone know where Marley got these zombie models from? http://www.leadwerks.com/werkspace/files/file/183-furious-frank-demo/
  17. Rick

    buoyancy

    Sorry, in LE3 I mean.
  18. Is there a way to get things to bounce? Say like a basketball on the ground or something like that.
  19. I have Shapes (a shape is the new physics geometry term in LE3 right?) for the planes but it still doesn't seem to make the nav mesh on them. That was the point of my post.
  20. I have 3 different scenarios here. I also have the debug navmesh visible. The one that shows the navmesh is being generated on the bottom is CSG. That's what we'd expect. The top right one is the plane.mdl that comes with LE and it's scaled to be large enough to what I would think would allow for a navmesh to be generated (there is a shape on here that matches the width/depth with a height of 1) but no navmesh is generated. The left one is the plane.mdl at normal size and just stacked next to each other (again it has a shape) and I would expect a navmesh to be generated with this too, but no such luck. I ask this because I'm experimenting with an idea where I would need to manipulate a plane (terrain like) and characters would need to walk on this plane and I'd lover to use the built-in navmesh to do so. Why isn't the navmesh being generated with the plane models if all the navmesh uses is shapes to determine where to be created?
  21. Would be nice but you can make this today with a normal cube and then click the CSG once or twice to get the editing that allows you to move verts. Pretty sure Le3 has that feature.
  22. Even if you use Lua, every time you get an engine update (that changes the map format but probably good practice anyway) you need to open the Visual Studio project and recompile it (debug & release).
  23. I think the mixture, in general, is making a C++ project and doing things that span maps and it part of the entire game no matter what map you are on, and then using Lua entity scripts to do things that are map level. For example, switches to opens doors would be map specific and you can create a Lua entity script for that.
  24. Are you models big enough? The thing with the navmesh is that you have to basically adhere to a certain scale. Test it out with some CSG. Just keep making it bigger and smaller with show nav on and you'll see if automatically make it, and you'll see that if the "floor" is too small the navmesh won't be created.
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