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hippokittie

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  1. When I imported some textures as .tex and .bmp files they will not make materials. It imports the images fine; but when I make a material and attach the diffuse and such it only leaves white coloring?
  2. Yeah that was one of the tweaks I went for
  3. Thank beo6 that's helpful. I am going to be adding in a bunch of seeds, so this will help a lot . I was told not to mess with the app.lua though, so would it be fine just to tweek this code a bit? I am going to be adding in a load screen image as well so it doesn't look frozen
  4. so I would change the map selection back to the default? then call the table later? or would I set it as you have above and put the name of the map directly in the quotes? I have a similar code (what I took the random from) for random spawns. I adjusted it with the trigger touch to make this.
  5. Hey so I have been messing around with the map changer that came with leadwerks (copied it and renamed it so I have the original still) to choose between random seed maps (initial starting areas the rest is generated) but when it tried to change maps it crashes or gives me a lua stack overflow issue. Is there something wrong with my code? Here it is. --[[ This script will act as a trigger to change the current map. Place this at the end of your map to make the player progress to the next level. ]]-- Script.mapname={} Script.mapname[0] = "" --string "Map Name" Script.mapname[1] = "" --string "Map Name" Script.mapname[2] = "" --string "Map Name" Script.mapname[3] = "" --string "Map Name" function Script:Start() self.enabled=true math.randomseed(Time:Millisecs()) math.random();math.random();math.random(); self.counter = 0 end function Script:Collision(entity, position, normal, speed) changemapname = math.random(0,3) end function Script:Enable()--in if self.enabled==false then self.enabled=true self:CallOutputs("Enable") end end function Script:Disable()--in if self.enabled then self.enabled=false self:CallOutputs("Disable") end end
  6. Well that is good dark, with the default code it would add in sounds and adjust offset and rotation (based on what is in the code) but then again its possible that the fpsplayer script could have issues with weapons and changes their offset and rotation. It may also be because of the change in monster script that we are having issues with the damage. I did notice when I tried the default weapon script (melee) that it would produce code errors when you die looking for muzzle to hide.
  7. what about putting int the set animation from my code to it? As well as the idle? Does it actually attack? Let me know bro!!!
  8. I agree, but Josh is hard at work making sure the engine works properly so we will just have to mess around with the code till we get it working and give it out
  9. I set the same offset my code has, and its still not there. It may also be rotated wrong, but when I try to change them it still isnt visible. The biggest issue is that it doesn't do damage to anything (I know because I set a creature to have a total of 2 hp and the weapon to do 50 ran around it facing every direction I could to try to hit it and nothing.
  10. I made this script before that, as well as event the built in melee script doesn't work (it doesn't show my weapon or do damage just makes sounds). This script(though no sounds) had the weapon showing and did damage to them. I would gladly use the bilt in one if it was able to hurt things and show my weapon in the proper way.
  11. Hey guys we have made a good melee weapon code, with help of some people on the forums and some goofing around on our part. It was working fine up until about 2 weeks ago, then it had an error on line 28 in the code saying "attempting to compare nil value". If you guys could help tell me what I am doing wrong that would be amazing. This is part of a melee/rpg pack I am working on for you guys to be able to use (featured in my game). Here is the code, feel free to use it but do tell me how to fix it @.@ import "Scripts/AnimationManager.lua" Script.offset = Vec3(.5,-.5,.3) --vec3 "Offset" --used to set the location of the weapon in relationship to the fpsplayer's camera Script.bulletrange=3 Script.bulletforce=10 Script.bulletdamage=24 function Script:Start() --self.entity:SetRotation(45,180,0) --cant set it here unless you change the fpsplayer script -- fpsplayer script sets the weapons rotation to (0,0,0) after it has been loaded self.fired = 0 -- self.animationmanager = AnimationManager:Create(self.entity)--sets up animationmanager end function Script:Fire() --using this just so i dont have to mess with the fpsplayer script self.animationmanager:SetAnimationSequence("swing",0.05,300,1) --Parameters = (sequence, speed, blendtime, mode) -- sequence equal to "swing" animation in model -- speed controls how fast to play animation -- blendtime controls how fast it changes from the previous animation -- mode controls whether animation plays once or loops. --App.camera:Pick() if (App.window:MouseDown(1)) then --self.picksphere:Hide() local pickinfo = PickInfo() --local p = self:GetMousePosition() local p = App.window:GetMousePosition() if (self.entity.location < bulletrange) then if entity.script.enemy==true then entity.script:Hurt(self.bulletdamage) else System:Print("nope") end end end end function Script:Reload() --using this becaue inherent fpsplayer script calls this function when R is hit self.animationmanager:SetAnimationSequence("idle",0.05,300,1) end function Script:BeginJump() -- called from fpsplayer end function Script:BeginLand() -- called from fpsplayer end function Script:Draw() self.entity:SetRotation(45,180,0) --settting the model's rotation to be able to see it --Animate the weapon self.animationmanager:Update() end function Script:Release() end
  12. So I have a weapon pick up code (from Piller's youtube video). Now I like it, think it works alright; but I want to know if there is a way to edit it for "if used" but have no clue how that would work. I am not the strongest programmer. Also would it remove the currently equipped weapon? Like "if weapon == true, drop weapon.pickup"(weapon.pick up to drop the currently carried weapon and spawn a pick up identified in the weapons code infront of the player). It may be to much to ask just seeing if it is possible. I have other programming questions but will just try this for now (as it is very important). Thanks all and here is the code that I currently have. Script.vwepfile=""--path "VWep" "Prefab (*pfb):pfb|Prefabs" --Script.vwep=nil--entity function Script:Start() if self.vwepfile~="" then local prefab = Prefab:Load(self.vwepfile) if prefab~=nil then if prefab.script~=nil then self.vwep = prefab.script else prefab:Release() end end end end function Script:Use(player) if self.vwep then if type(player.AddWeapon)=="function" then if player.weapons~=nil then if player.weapons[self.index]==nil then player:AddWeapon(self.vwep) self.entity:Hide() end end end end end function Script:Collision(entity, position, normal, speed) if self.vwep then if entity.script~=nil then self:Use(entity.script) end end end Edit# the build in pick up code works kinda but if you already have a weapon then it wont let me switch to the pick-ed up weapon. So maybe just an edit to that to fix that? Like having an inventory or something?
  13. Fixed it, apparently some of the faces where having issues, and I had to triangulate them instead of them being squares.
  14. Im using maya autodesk 2010. The thing with the export function is that it just exports as is. But why would it work with the creatures but not the weapons and other models?
  15. Here is a picture of the model textured in leadwerks so you can see what I am talking about http://postimg.org/image/7t46o8twr/
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