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Everything posted by Slastraf
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question above. its for my next project, the on i am working on now is going to be released soon.
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... if Map:Load(mapfile)==false then return end zombiesleft= 0 zombieskilled = 0 roundssurvived = 0 zombiesextrahealth = 0 ... this is in the main.lua script function Script:NewRound() roundssurvived= roundssurvived +1 local a = (roundssurvived*.1) + roundssurvived self.maxEnemies= self.maxEnemies + Math:Round(a) end this is in an script attached to a pivot in the scene. The title is misleading in parts, i havent tried local variables yet but it would be nosense. "...: 41 : attempt to perform arithmetic on field 'currentround' (a nil value)" I get this error, am very confused since the calculation below this line that I implemented today worked.
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this futuristic gun looks good, Some advice for level design : Dont make the levels so hard that one gets stuck on it for more than 5 minutes. portal stories:Mel has negative reviews because of the very hard levels.
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Hide the real mouse and make the mouse icon always the same position as the real mouse in an updating function should work. didnt go trough the code above
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yes thats what I am talking about, but I want to reduce the frames for every crawler in the scene
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In unity you have the ability to select how detailed the animation gets rendered in frames per second. how would this be possible to determine in the crawler prefab ( MonsterAI script )? I want to get more fps in the game when there are very much crawlers in the scene.
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i have the sapphire 7870, too and the newest drivers .Leadwerks works fine for me. try to reinstall Leadwekrs if that didnt work or install windows updates and the newest amd drivers
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- Run
- Not Starting
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have you tried making a new project yet ?
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you take the height and width and divide it by two
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hell yes thank you, Einlander!
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just edit the scripts from leadwerks in notepad and then press f5 in leadwerks
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- programmers
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door script is still usable and gltiches out
Slastraf replied to Slastraf's topic in Leadwerks Engine Bug Reports
figured it out myself... the mass was too low so the player could pick the door up, and this caused the gltiching. -
Physics objects wont fall down even with mass and physics shape
Slastraf replied to Slastraf's topic in General Discussion
ok but how do I make a good poly mesh so it works ? I mean if you put something on the table when it has a box it looks unrealistic -
door script is still usable and gltiches out
Slastraf posted a topic in Leadwerks Engine Bug Reports
http://pastebin.com/qgMYWban This is the script I used. I basically took the slidingdoor script and ran into this glicht, i removed the Use() function even but it is till usable. When i open the door via trigger, it works fine, but as soon as you use it manually it completely glitches into surrounding things. I already removed the door and set it up new , with all physics settings right, but it will still dont work. -
[Solved] Attempt to index field 'window' (a nil value)?
Slastraf replied to Kraxie's topic in Programming
in main.lua: window=Window:Create(title,0,0,System:GetProperty("screenwidth","1920"),System:GetProperty("screenheight","1080"),windowstyle) in fpsplayer: local window = Window:GetCurrent() if window:KeyDown(Key.Y) then self.camera:SetFOV(20) end thats how it works fine with my version, the main loop is with a while loop, but I dont know if this inpacts on that. -
The bigger the collision shape faces get , the more likely it is that it does not glitch. - and if the speed of an object is very high it is more likely to glitch trough stuff
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experimented a bit and figured out it was the other way around self.vector = self.entity2:GetPosition(true)-self.entity:GetPosition(true) self.camera:AlignToVector(self.vector:Normalize(),2)
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http://www.leadwerks.com/werkspace/topic/10460-letheora-by-niosop/ You could use that for the movies
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- Start Menu
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Script.entity2 = nil --entity "allignto" function Script:Start() self.camera=Camera:Create() self.camera:SetFOV(90) self.camera:SetRange(0.05,1000) self.camera:SetMultisampleMode((System:GetProperty("multisample","1"))) self.camera:SetMass(0) self.entity:SetMass(0) end function Script:UpdateWorld() self.camera:AlignToVector(self.entity2:GetPosition()) self.camera:SetPosition(self.entity:GetPosition()) end I have no Idea on how to use the AllignToVector method, the only thing happens is that the camera is not pointing at the entitys position. How can i fix this ?
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function Script:UpdatePhysics() Script.H=false Script.count = 100 ... if H == true then self.Stop() end end function Script:Stop()--in H=true local t = Time:GetCurrent() local bb = 500 if self.count[insert or modify code here] then if t == t+bb then bb=bb+t49 count = count -0.01 self.source:SetVolume(count) end else self:Disable() H=false end end This code is a modified noise script. This code doesnt work, I have a trigger at my map that uses Stop() with the flowgraph . So when I touch the trigger with the fpsplayer the pivot with this script attached the program crashes and says attemt to index local self ( a null value ) at the line marked. Is there an easyer way of just doing this without the timer that i didnt knew yet or does someone got a fix for this ?
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--Create the graphics context context=Context:Create(window,0) local font = Font:Load("Fonts/SOTRD.ttf",36) context:SetFont(font) context:SetScale(1,1) if context==nil then return end I have this in my main.lua but how do I now change the font size ? when I change the Context Scale it changes the window , too but I only want to change the font size
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http://www.artur-betz.de/door.blend this is a link form my own server , its safe. So i have set up a door with working animations inside blender, but dont figure it out how to play it properly in leadwerks. i am able to play them with the material and the animation shader but i thinl the problem is inside blender. there are 2 seperate bones and they both have an open animation that gets played from both in blender bt in leadwerks you ahve the list of them and i dont even know where some other bugging aniamtions are comign from. maybe if you would take a look at the .blend file and set is up right its proably less than 5 minutes for experienced blender users . thanks
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I tried it , too. works fine for me but i noticed the player mass is set to 10 . set it to default: 100 , maybe this will help
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maybe you could make the fosplayer an other physics object like in the kill() function (i am not sure which) where the camera gets attached to an low poly sphere to make it look like you are falling to the ground. so in the theory you could change the player to a box , put in the rotation, and them put it back to the normal pysics option and shape. it would be calculated so fst that you could not see this ingame probably