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dennis

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Everything posted by dennis

  1. heya guys, a few months ago I created a part in my script where I draw a box and position it at the camera, on movement it moved along with me and on turn it turned with the camera, always facing the same direction. since I lost that script, because of my poor backup (and the engine updated).. I am not able to achieve it anymore, can someone help me with this ? as seen here: http://www.indiedb.com/games/banned/news/inventory-and-hud cheers
  2. dennis

    Light - Halo

    Haven't found the sample. So i think you need to draw it your own
  3. haha, I know because you mentioned but still kudos, at least for sharing
  4. wow, sounds very usefull!! kudos man !
  5. so it does create a smooth tween transition for creating motions
  6. Okay then. Just a question Gheghe! Didn't even notice that momobile support was gone. Still leadwerks rocks
  7. will people who bought mobile version get their money back ?
  8. I really had to, it is fully working now gheghe but: in the options.lua Script.player = nil --entity function Script:LoadData(data) postfx = data.postprocessing AA = data.antialias self.player.script:OptionsLoaded(self) end and inside fpsplayer: function Script:OptionsLoaded(options) System:Print(postfx) System:Print(AA) if postfx == 1 then self.camera:AddPostEffect("Shaders/PostEffects/EffectClass/08_PP_bloom+godrays.lua") elseif postfx == 0 then System:Print("post effects off") self.camera:ClearPostEffects() end self.camera:SetMultisampleMode(AA) end although the multisample mode has some work in progress but I will fix that
  9. Thanks rick it works !! I had to change self.postfx to postfx
  10. hi rick! thanks for the answer, the pivot is exactly named the same. the map which is used to save the data is called: Menu.map all main menu stuff is enlisted there. the flowgraph shows following: the map where the data needs to be loaded into is called outside_real.map. the data gets triggered by an onsceneloaded.lua and has to be loaded for fpsplayer.lua (for the post effects which is a shader for the camera and also for multisamplemode) so overall: - data gets saved using optionsmenu inside menu.map - data has to be loaded for graphical purpose in outside_real - the loaded data is used by fpsplayer.lua - and gets triggered by onsceneloaded do I also need to post the .map files ? Cheers
  11. Hi! I'm using rick's SaveLoad.lua to save some basic options. I got the following error: The error occurs in the line 77 which represents: -- be sure to change it's name to what it is in the saved file entity:SetKeyValue("name", entityName) the pivot carry's the same name, the optionsmenu I used isn't in the map which I want to Load the data in. the saved values are: return { -- Table: {1} { ["OptionsMenu"]={2}, }, -- Table: {2} { ["antialias"]=4, ["postprocessing"]=1, }, } and those I'd want to load in another map than I saved the values with. Thanks in common. cheers! Dennis
  12. Heya guys, I was thinking will LE work on microsoft's surface pro 3 i7? I'm traveling alot, and I often show some demo's or showcases of what I made. So it would be really easy to use. Cheers, Dennis
  13. what pick should I use then? the target is determined here: function Script:IsTargetInAttackRange() local pos = self.entity:GetPosition() local targetpos = self.target.entity:GetPosition() if math.abs(targetpos.y-pos.y)<self.attackRange then if pos:xz():DistanceToPoint(targetpos:xz())<self.attackRange then return true end end return false end and the attack is started here: elseif self.mode=="attack" then if self.attackbegan~=nil then if t-self.attackbegan>300 then self.attackbegan=nil self.target:Hurt(self.damage) end end local pos = self.entity:GetPosition() local targetpos = self.target.entity:GetPosition() local dx=targetpos.x-pos.x local dz=targetpos.z-pos.z self.entity:AlignToVector(-dx,0,-dz) end I tried to put the attack before "if self.attackbegin~=nil then"
  14. it's referring to a distancetopoint, and I am getting attacked! the problem is that I only can stop the attack when I'm out of attack range
  15. 3D models and tex (former dexsoft) is selling models with climbing animations maybe something to check out. at least the new marine packs do so
  16. Heya guys, I have a problem with the genericai script from imchaseinyou It keeps on shooting through walls... How can I fix this? Thanks in common, Dennis
  17. Thanks! Sounds hard to learn, but i'll give it a try
  18. dennis

    Bug fix update

    When will leadwerks be updated to accept the newest graphics cards drivers ? and I'm encountering the same problem as nick.ace... but an empty map is loading forever when adding a few objects (CSG)
  19. That's a really great channel! Thanks mate!
  20. Sounds usefull, where to start making shaders anyway? Could someone please help me with that
  21. hmm thanks though! I'm adding some height to my map so I can carve out rivers and such
  22. it was possible in LE2 @klepto2 it did it before, at least in LE2.3 and 2.5 ..
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