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Marcousik's post in [Leadwerks] - PickInfo question was marked as the answer
Ok I got it to work. I made the test only on your DEVROOM_gameplay.map
I found 2 problems:
1) In script Nurse.lua:
Remove this line in start() - this causes the bug
2) Your nurse Entity is too little ! It runs under the raycast you are testing and so doesn't trigger anything.
-> Just put a scale on the nurse entity (1,10,1)
After that the nurse is going to be detected and is coming to the camera, I also reduced the murse move speed to 1 or 2
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Marcousik's post in (Solved) Animated textures/materials - Spritesheet & Frame by Frame was marked as the answer
Hi Russel,
Maybe check this, not sure if this answers you rpoint but ok
https://steamcommunity.com/sharedfiles/filedetails/?id=699303085&searchtext=water
https://www.leadwerks.com/workshopitem?tags=Material&queryType=1&fileType=0&fileid=699303085
Out of this I managed to make this:
It applies the water classic effect to CSG boxes
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Marcousik's post in Is it possible to deform the terrain in real time? was marked as the answer
Try SetElevation() and decals ?
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Marcousik's post in The strange things that happen on Mars!! was marked as the answer
Yes this a classic problem of 3rd view animations.
Now look at that ^^
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Marcousik's post in How can I fix this problem? was marked as the answer
Well maybe it makes sense to study the mouse look in the FPSPlayer.lua (there are examples of how using Math:Curve() )
This is the mouse look in the UpdateWorld(): (I would not change this)
And this is in the UpdatePhysics():
And somewhere I would add something like this for the third person view:
self.camera:Move(0,0,-10)