
thehankinator
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false means the frame rate game can exceed the refresh rate of your monitor(typically 60hz, so 60fps). In my opinion the only significant value of disabling vertical sync is for benchmarking.
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I have 3 versions of VS installed on my work computer, no problems at all.
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Have you verified that the executable in your project directory is your customized executable? It's my understanding that it takes the executable within your project directory and dumps it in your destination folder.
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Would you be able to use a slider joint lock it on to the axis?
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http://steamcommunity.com/sharedfiles/filedetails/?id=638782739 This is a modified version of MonsterAI.lua that adds a * FOV check when searching for the player (in degrees) * A simple system for controlling where and how your monster patrols the level. The script should work like the stock script if you do not set the Path property. This script does not handle walking animation because the Crawler doesn't have a walk animation out of box. Feedback welcome, I can think of a couple things that could be added to make this better but I am going to see what people think first. Make monster move to pivots around the map 1) Add a master pivot, give it a name like "CrawlerPath1" without quotes and put it off to the side out of the way 2) Add a pivot to your map that is in the position that you want to be your first point the monster will visit, name it "1" without quotes. 3) Make the pivot a child of "CrawlerPath1" 4) Repeat steps 2 and 3 however many times you want to but increment the number you use for the pivot name. In my map I placed 5 pivots, it looks like this: My CrawlerPath1 looks like this(note how order does not matter, the name defines the order): 5) Attach TH_MonsterAI.lua to your monster 6) Drag your CrawlerPath1 to the "Path" script property 7) Next you can set the behavior of the monster when it reaches the end of your path. Loop: At the end, the monster will go back to the first pivot, in map image I made above the monster would go to 1, 2, 3, 4, 5, then back to 1, forever. Reverse: At the end, the monster will go backward through the path in my example, the monster would go to 1, 2, 3, 4, 5, 4, 3, 2, 1, 2, 3, 4, etc, forever. This one is nice if you want the monster patrolling a path. Stop: The monster would stop at the last point. 1, 2, 3, 4, 5. Actions at pivots That will make the monster move, but you can also add actions at each point. For each nav point you can attach the script TH_NavPointAction.lua. This will let you make the monster do actions at a pivot before moving on. The properties of this script are: Animation: This is a name of an animation you want the monster to do Action: "Delay" will make the monster do the animation set by the Animation property for any amount of time. "Do Animation X times" will have the monster do the animation set by the Animation property X times before moving on. ActionArg: When Action is set to "Delay", this is the amount of time to wait in milliseconds. When Action is set to "Do Animation X times" this is the number of times you want the monster to do the animation. AnimationSpeed: This is the speed which the animation is executed. Pivots now can have two functions: function Script:Arrive(entity) --do something when the monster arrives at this pivot end function Script:Depart(entity) --do something when the monster leaves this pivot end
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I was working on a game mechanic a while back where you could put up planks of wood in doorways and if a zombie was chasing the player they would attack the wood plank to destroy it before continuing to chase the player. The way I did it was I made a trigger around the plank(neither a nav obstacle) with a script that would change the zombie's target to the plank, after the plank was destroyed the zombie would retarget the player and continue chasing. You could use the same method for your door to do things like wait or open the door. Finding an alternate route would be more difficult but depending on your level design I think it would still be a possibility.
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Import Arteria3d character FBX to blender
thehankinator replied to thehankinator's topic in Game Artwork
I've been dragging my feet to buy UU3D (sucks to buy a tool just to use some Arteria3d stuff) but I think it's time to do it. Thanks for your help. -
Import Arteria3d character FBX to blender
thehankinator replied to thehankinator's topic in Game Artwork
Are you able to import into blender after exporting from UU3D? This particular model has 3 fbx files, one with no year, 2010 and 2012. The one with no year blender says is to old of a version. The 2010 and 2012 version both fail to import with the same message(I think it's the same message) in OP. -
I've got the this customizable modern male character model from Arteria3d. I sware I've imported it to blender before but I can't now. I downloaded the FBX converter from Autodesk and it has no problem opening the file. I tried converting to to every other version of FBX but Blender fails with the error below. Any idea what's wrong?
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Bad ***, I had no idea! It loses the materials on the surfaces but no need for me to polish my script. Thanks!
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Unfortunately that function isn't visible in Lua, I should have mentioned that in OP. There is already an export for CSG? How!
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I wrote a script that will convert a prefab(containing just CSG) to a obj/mtl file. Below is the relevant code. RecordInfo reports that the class is BrushClass. If I run the script in a separate directory (paths to shaders and textures broken) the entities are ModelClass, which has surfaces and the obj/mtl are exported as expected. But that's neither here nor there. world=World:Create() Prefab:Load(prefabfile) local aabb = AABB(-99999999,-99999999,-99999999,99999999,99999999,99999999) world:ForEachEntityInAABBDo(aabb, "RecordInfo")
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I showed this game to a friend today, he brought up the fact that this is a tribute to an nvidia card and you can't play it without graphical corruption on (some?) AMD cards. I never could have even planned this that well! ALPHADOG!
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Will OpenGL be dropped entirely or will there be an option between the two? Maybe Vulkan will fix this, sigh.
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In what way did it not work? What happens when you change: newobject:SetPosition(self.entity:GetPosition()) to: newobject:SetPosition(self.entity:GetPosition(true), true)
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Is there any way to get the surfaces of an entity with a class type of BrushClass? I tried casting it to a Model but that causes a crash.
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It'd be nice of Josh could focus on all the features/bug fixes that are important to me (because I'm the most special of course!) instead of models but those changes aren't free. The models in the Workshop Store could provide funding for engine and editor improvements. Back on subject, I was thinking about this some more this morning. Building on what Rick was saying about a notification within the editor itself, have you thought about some kind of free "model/texture/sound/whatever of the week"? It could be a trashcan, new blood splatter, skin for crawler or something else that is cheap/simple. Hell, you could even hold a "competition" here in the forums, people could design a simple asset that would get featured in the store for the week (and a sticker of course). The purpose would be to get people used to getting content through the editor rather than Steam.
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I clicked on the Workshop items on the store page and that was a store page I'd never seen. It'd be nice of that button was also on the screen within steam where you launch Leadwerks. Right now, there is Launch, View achievements, Find DLC, and Workshop buttons but no button for the Workshop Store. If I didn't know better, I'd assume that the Workshop and Workshop Store were the same thing.
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I think my first instinct to go through the Steam interface is because that is where I go to subscribe to items in the free workshop that's been around months. Like this http://steamcommunity.com/sharedfiles/filedetails/?id=571199621
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First thing I did after reading this was open up Steam and click the "Browse the Workshop" button for Leadwerks Game Engine then clicked the "Paid" section (which indicated 19 items) to see what was there, this is what I saw. I had to go to leadwerks.com and click the Workshop button at the top to see paid items. I doubt this is the whole problem but for people who do not frequent the Leadwerks site/forum, paid items don't exist. I think that the Workshop store is going to grow into something really awesome but it will probably be a slow build up because it is so far removed from the store page on Steam for Leadwerks Engine.
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Ok, It looks like reached_goal is not getting set anywhere but that's okay, I don't think you need that variable. In your collision trigger script try doing this: function Script:Collision(entity, position, normal, speed) if entity.script ~= nil then if entity.script.reachedGoal ~= nil then entity.script.reachedGoal = true end end end
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1. I am talking about reached_goal not self.reachedGoal. It's used in the UpdateWorld() code block(below), what logic is behind it? Without the full code I can't tell how it is getting set to true (or false). Looks suspicious. function Script:UpdateWorld() if reached_goal then self.reachedGoal = true end end 2. Cool, this means the draw code is fine, self.reachedGoal isn't getting set to true for some reason. 3. Try changing: Script.reachedGoal ="" --entity "Text Dispaly Point" To: Script.reachedGoal = false Does it make sense why this change is more consistent?
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What's the logic behind the reached_goal variable in UpdateWorld()? If you initialize self.reachedGoal to true in Start(), does the text show? Also I don't think it's the problem but you have Script.reachedGoal initialized to a blank string with the entity script property but elsewhere in the script you use it as a bool. I would change to be consistent to avoid confusion.