
thehankinator
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Mercenary Action Figure released as DLC
thehankinator commented on Josh's blog entry in Development Blog
I'd be all about another crawler style creature. Anyway I think it's cool the Merc is available, I've been meaning to pick it up for a while now. -
SetInput doesn't make entity face requested angle
thehankinator replied to thehankinator's topic in Programming
I am having trouble getting the instantaneous change working. I've updated my original script (below) to set the new flags. Unfortunately I am not getting the instantaneous change I was expecting. I used default for everything except maxrotationspeed, I set it to 0. I also tried setting maxrotationspeed to 360 as well as detailed to true but that didn't help either. Did I misunderstand how to use this change? I am opt into beta. --Create a window window = Window:Create() context = Context:Create(window) world = World:Create() local camera = Camera:Create() camera:SetRotation(35,0,0) camera:Move(0,0,-8) local light = DirectionalLight:Create() light:SetRotation(35,35,0) --Enable navmesh debugging camera:SetDebugNavigationMode(true) --Create the ground local ground = Model:Box(10,1,10) ground:SetPosition(0,-0.5,0) ground:SetColor(0.0,0.25,0.0) --Create a shape local shape = Shape:Box(0,0,0, 0,0,0, 10,1,10) ground:SetShape(shape) shape:Release() --Enable navigation obstacles ground:SetNavigationMode(true) --Create a character player = Pivot:Create() local visiblecapsule = Model:Cone(16, player) visiblecapsule:SetScale(1,2,1) visiblecapsule:SetPosition(0,1,0) visiblecapsule:SetRotation(90, 0 ,0) player:SetPosition(0,0,0) player:SetMass(1) player:SetPhysicsMode(Entity.CharacterPhysics) while not window:KeyHit(Key.Escape) do if window:Closed() then return false end Time:Update() if window:KeyHit(Key.Right) then player:SetInput(-90, 0, 0, 0, false, 1, 0.5, false, 0) end if window:KeyHit(Key.Left) then player:SetInput(90, 0, 0, 0, false, 1, 0.5, false, 0) end if window:KeyHit(Key.P) then System:Print(player:GetRotation(true).y) end world:Update() world:Render() context:Sync() end -
Be careful, the LE function takes degrees where as the built in lua function takes radians(since 4.0).
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SetInput doesn't make entity face requested angle
thehankinator replied to thehankinator's topic in Programming
Looks awesome, I think the other options you added will also be useful also. Thanks! -
SetInput doesn't make entity face requested angle
thehankinator replied to thehankinator's topic in Programming
Josh for president! -
Only reason I downloaded it was to see what the big deal was lol
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SetInput doesn't make entity face requested angle
thehankinator replied to thehankinator's topic in Programming
I'm working on an action RPG something similar to Diablo style. When I click on the screen I want my character to immediately turn to the direction of the click and fire. -
SetInput doesn't make entity face requested angle
thehankinator replied to thehankinator's topic in Programming
How could I make a character controller instantly face a direction? -
UU3D nor FBX converter could open that file, seems like whatever you exported it with did so with a really old version of FBX or did so incorrectly.
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SetInput doesn't make entity face requested angle
thehankinator replied to thehankinator's topic in Programming
If I do SetInput(roty, 1) it turns the correct angle but the next frame I need to do SetInput(roty, 0) otherwise it keeps moving. Seems like a hack, or is this the desired behavior? Below is the key I pressed and the value printed after pressing that key Left 50.4 Right 180 Left 169.2 Right -154.8 Left 151.2 Right -140.4 Left 129.6 Right -126 -
SetInput doesn't make entity face requested angle
thehankinator replied to thehankinator's topic in Programming
Isn't the model rotation tied to the character controller object? It must be because the model rotates properly when I use the navigation functions. Also the model is definitely not visibly rotating to +-90 even if the prints are not reliable. -
SetInput doesn't make entity face requested angle
thehankinator replied to thehankinator's topic in Programming
Same behavior, modded script below --Create a window window = Window:Create() context = Context:Create(window) world = World:Create() local camera = Camera:Create() camera:SetRotation(35,0,0) camera:Move(0,0,-8) local light = DirectionalLight:Create() light:SetRotation(35,35,0) --Enable navmesh debugging camera:SetDebugNavigationMode(true) --Create the ground local ground = Model:Box(10,1,10) ground:SetPosition(0,-0.5,0) ground:SetColor(0.0,0.25,0.0) --Create a shape local shape = Shape:Box(0,0,0, 0,0,0, 10,1,10) ground:SetShape(shape) shape:Release() --Enable navigation obstacles ground:SetNavigationMode(true) --Create a character player = Pivot:Create() local visiblecapsule = Model:Cone(16, player) visiblecapsule:SetScale(1,2,1) visiblecapsule:SetPosition(0,1,0) visiblecapsule:SetRotation(90, 0 ,0) player:SetPosition(0,0,0) player:SetMass(1) player:SetPhysicsMode(Entity.CharacterPhysics) local roty = 0 while not window:KeyHit(Key.Escape) do if window:Closed() then return false end Time:Update() if window:KeyHit(Key.Right) then roty = -90 end if window:KeyHit(Key.Left) then roty = 90 end player:SetInput(roty,0) if window:KeyHit(Key.P) then System:Print(player:GetRotation(true).y) end world:Update() world:Render() context:Sync() end -
The script below Left arrow sets 90 degrees and RIght sets -90. Using the P key you can print the y rotation, it rarely achieves the requested rotation. Is there some kind of limitation for how big of an angle change I can put into SetInput? --Create a window window = Window:Create() context = Context:Create(window) world = World:Create() local camera = Camera:Create() camera:SetRotation(35,0,0) camera:Move(0,0,-8) local light = DirectionalLight:Create() light:SetRotation(35,35,0) --Enable navmesh debugging camera:SetDebugNavigationMode(true) --Create the ground local ground = Model:Box(10,1,10) ground:SetPosition(0,-0.5,0) ground:SetColor(0.0,0.25,0.0) --Create a shape local shape = Shape:Box(0,0,0, 0,0,0, 10,1,10) ground:SetShape(shape) shape:Release() --Enable navigation obstacles ground:SetNavigationMode(true) --Create a character player = Pivot:Create() local visiblecapsule = Model:Cone(16, player) visiblecapsule:SetScale(1,2,1) visiblecapsule:SetPosition(0,1,0) visiblecapsule:SetRotation(90, 0 ,0) player:SetPosition(0,0,0) player:SetMass(1) player:SetPhysicsMode(Entity.CharacterPhysics) while not window:KeyHit(Key.Escape) do if window:Closed() then return false end Time:Update() if window:KeyHit(Key.Right) then player:SetInput(-90,0) end if window:KeyHit(Key.Left) then player:SetInput(90,0) end if window:KeyHit(Key.P) then System:Print(player:GetRotation(true).y) end world:Update() world:Render() context:Sync() end
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Will the DLC include the source files (fbx, png, etc?) like the workshop store did? If so, will the existing DLC be updated to include source files?
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What are you trying to accomplish?
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I don't think it's possible to do it like you want to. I would create a trigger zone to check if the player is within the area in question.
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Is there a tab or something in the Workshop browser that was a list of the items I've purchased? I've not found it yet. If I've bought more than a couple things it'd be nice to see what all I have in one spot (and be able to install individual items from that same list). I could see myself buying something, and a few months down the line forgetting not only that I bought it but that it exists at all.
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Split-screen local multiplayer can be done with lua using the render target option on two (or more) cameras. There is also Buffer class but for some reason it's never been documented so I never bothered with it. But as Rick said you would need a library or c++ to do remote multiplayer. Dynamic map generation can be done with lua, typically you start with with a few generic pieces, load them and place them based on whatever algorithm you like. I think someone added something to the workshop about procedural map generation, never tried it, dunno how far they got. http://steamcommunity.com/sharedfiles/filedetails/?id=634318904 UI is easily done in lua, I built this a while back, http://steamcommunity.com/sharedfiles/filedetails/?id=653673604
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More of a discussion on the subject rather than the bug report but what's the right way to express a direction that would be an ambiguous euler value like that? Is it best to just avoid using the result of GetRotation()?
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When using: box:SetRotation(Vec3(57.493263, 9.582211, 114.986526), true) Under the hood, is that still considered adding degrees even though it's a hard coded value?
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I reproduced the issue on LE stable, interesting thing is that if you change next_rot.x to 57.2, the value returned from GetRotation looks okay. Also the test script crashes because local windowstyle = window.Titlebar W in window should be capitalized I stripped out all the extra stuff, problem can be reproduced with the smaller Main.lua script below: local box=Model:Box(2,2,2) box:SetColor(1, 0, 0, 1) box:SetPosition(5.0, 3.0, 0.0, true) box:SetRotation(Vec3(57.250671, 9.541766, 114.50135), true) local next_rot = Vec3(57.493263, 9.582211, 114.986526) local rot = box:GetRotation(true) local diff = next_rot - rot box:SetRotation(next_rot, true) System:Print(next_rot) System:Print(rot) System:Print(diff) System:Print(box:GetRotation(true)) EDIT: For the love of god why wont the forum let me capitalize W in window.TitleBar? That probably explains why the original script had the problem in the first place.
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Working great for me! Anything notable in the new interpreter?
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I looked more closely at femaleMedium, the animations do have any movement. no seperate ma files for different animations like the bird did.
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I opened one of the human models. Same thing, animations within the model file are junk. It looks like the animations are in those separate .ma files, they have different ones for different sets of animations for each model. Not sure how to combine the .ma with the model file.
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Yeah sorry, Character and Animals. Thanks for your help!