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Rick

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Everything posted by Rick

  1. Rick

    Raycasting Cone

    Where is the part that creates the vision cone and only looks for things inside the vision cone? I'm not seeing how that's done. Was it: box.X0 = pos.X - m_viewRange; box.Y0 = pos.Y - m_viewRange; box.Z0 = pos.Z - m_viewRange; box.X1 = pos.X + m_viewRange; box.Y1 = pos.Y + m_viewRange; box.Z1 = pos.Z + m_viewRange; If so then it's not really a cone right? It's a box. Which is ok but just clarifying it.
  2. That looks really nice. It's nice to see some functionality along with all these pretty screenshots we see from everyone.
  3. lol some of those are pretty funny. First time I ever watched any. I'll think of something around that Tyler.
  4. Rick

    Hook System

    There is already in a Collision() callback. I don't think drawing 2D is specialized. Every engine needs to be able to draw 2D and since in LE we have to do it at a specific location in the loop, it should expose a callback for it to lua so our entities can handle it.
  5. Rick

    Hook System

    This is cool, but it's not all inclusive to an object. I think it would be better if Josh created a Draw2D() function for each object just like Update() & Spawn() so we don't have to mess around with the fpscontroller.lua file at all.
  6. I agree which is why I created a way to tell if I'm running in the editor or from the game script. This would probably be helpful if Josh included something like this by default.
  7. So if you check out http://leadwerks.com/werkspace/index.php?/topic/340-my-scene-scripting-library/page__gopid__3119entry3119 you can see what can be done. This is really easy for me to do now that the base code is setup. So Josh had an idea to get people from this site to do some voices for a script I will come up with. I'd be interested in some volunteers to give their voices. We'll talk about some script ideas and then come up with the dialog needed and fill people in. I'm thinking of going serious this time around and do something that could really be a good cutscene. I can pretty much do anything with these toons so I'd be open to some ideas. We can do some "in game" stuff also. Think of going in and out a cutscenes from the first person. Something like Halo's cutscene (I think Halo 3) where you start out listening, then you get into a pod and can kind of rotate around. Something like that might be cool.
  8. Good idea. I'll start up a thread.
  9. I thought billboards render with the 3D stuff though? If so, you might be able to do that right now?
  10. Yeah but from your posts you are making this in the fpscontroller script because currently that's the only way you can draw 2D. The switch should be able to handle that all inclusively. I think that would mean that in it's Update() is has it's own picking instead of being just one picking in the main loop so not sure if that would kill performance if enough entities did their own picking inside their Update(). If it does kill performance, then per entity stuff like this could be a pain and not really drop and drag and use.
  11. Since some changes are happening with single lua state could this be added? This could really open some doors for HUDS.
  12. That works for me. Put some Prints() in there to see where it's hitting and where it's not. That could help debug.
  13. Use for model in iterate(fw.main.world.entities) do if(model:GetKey("Name") == name) then return model end end You don't know what CurrentWorld() is returning because there can be multiple worlds.
  14. Multiple terrains would be pretty cool. Why does the grass system effect multiple terrains?
  15. Right, but if I default the starting animation for an object to be "idle", then place 5 objects in my scene, they will all start out the same and do the exact same movements. I want them to be idle, but if they start out at different idle frames it makes it looks less like they are synchronized swimmers. Just wonder a good way to do this is all.
  16. I'm trying to figure out the best way to make it so multiple instances of an animated model that all start out with the "idle" animation don't all play in sync. I need a way to make them start on a random frame inside the range of the idle animation. They only need to do this at startup. When the game is running and I set it to "idle" they should start at the beginning.
  17. I added a little interactivity to the script. It asks you to press a number to tell private joker on how many laps to run. In this video I pressed 3, but it handles 0-9.
  18. I'll need to do this at some point also so it'll be good to know.
  19. I'll try playing around with this to see what I can do.
  20. I'm not a big fan of that way because if you create any other models in this script file, they will all call this Update() method you have and you may not want that. Just something to think about.
  21. That's now how I want to do it. I want to modify the fpscontroller.lua to be able to run both from the editor.exe and from the engine.exe. That's not what he did with the snake game.
  22. I assume it's because you didn't define SetKey()/GetKey() functions for that entity. If you look at some other entities in the models folder you'll see they define SetKey()/GetKey().
  23. What changes need to be made to fpscontroller.lua in order for it to run from engine.exe? I would assume the only change would be loading the sandbox scene since I don't see that in there. I've never used the framewerk so not sure what I would need to do to make fpscontroller.lua load a Sanbox scene. I'd like to make a demo of something I'm making in the editor and would like to use the existing fpscontroller.lua file.
  24. Try if (GetEntityKey(pick.entity,"switchIcon","true")== "true") then true and "true" are not the same thing. "true" is a string and true is a boolean. You are setting the entity key to the string "true" and that if statement you have is trying to compare the key value of either "true" or "false" to true, which isn't the same. It might be better to pick some other value to avoid the confusion for you. Like "yes" or "no" maybe. The good thing is we know that pick.entity is the right value because of your first if statement setting the icon with all models. The reason is because that first if statement is always returning true for some reason.
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