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Everything posted by Yue
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@aiaf Thanks You. In Colombia they say it is 100 dollars in exchange for peso to dollar is usually too expensive for me. And they say that they keep 30% commission, but that they are refundable when I sell a specific amount. What other viable option is there, in epics gtames I don't know if they charge, but the percentage is much lower.
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How is the process of uploading a game to steam? How much do I have to pay?
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Is there any way to implement that the user through graphic options activate the shadows on the rocks or set the drawing distance of those rocks? All this in order to have optimization settings.
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Now the player can collect electronic components and EPO that is stored in the inventory in a certain amount, when he dies the inventory is reset and these components appear again.
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[ Solved ] How do I contact several entities at the same time?
Yue replied to Yue's topic in Programming
Solved. Function Script:UpdateWorld() -- Here variable change + 1. if self.collisionEpo == true then self.collisionEpo = false self.Inv.script:AddEpo() end if self.entity:GetKeyValue("name") == "KitHealth" then self.entity:Turn(0,0,2) elseif self.entity:GetKeyValue("name") == "Epo" then self.entity:Turn(1,1,1) end if player.script.ragdoll == true and self.dead == false then self.dead = true end if self.dead == true and player.script.ragdoll == false then self.entity:Show() self.dead=false if self.entity:GetKeyValue("name") =="Epo" then self.Inv.script:ResetEpo() end end end- 1 reply
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have five items that are added to the inventory. These items become invisible. But if the character dies, his inventory is emptied and those five items have to be made visible again to the player. The idea is to target those five items and make them all visible. I was thinking of something like a ForEach.
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Ok, solved Here. Thanks YOu. -################################################## --# Proyecto : Astrocuco --# Scripter : Yue Rexie. --# Sitio Web : https://www.iris3dgames.xyz --# Fichero : Element.lua --################################################## --# Notas : Fichero enganchado a la entidad --# en contexto. --################################################## import("Scripts/Game/Sounds/CSound.lua") Script.element = 0 --choice "Element" "Oxygen, Health, Stamine" Script.state = 1 --choice "State" "Damage, Recovery, Inven" -- Pendiente. function Script:Start() self.Hud = World:GetCurrent():FindEntity("Hud") if self.element == 0 then self.sOxygen = CSound:Create("RecoveryOxygen") self.sOxygen:SetLoopMode(false) self.sOxygen:SetVolume(0.15) end if self.element == 1 then self.sRelief = CSound:Create("Relief") self.sRelief:SetLoopMode(false) self.sRelief:SetVolume(0.15) end if self.element == 2 then self.pickUp = CSound:Create("Cremallera") self.pickUp:SetLoopMode(false) self.pickUp:SetVolume(0.5) self.Inv = World:GetCurrent():FindEntity("Inventario") end self.collisionEpo = false end function Script:Collision(entity, position, normal, speed) if entity:GetKeyValue("name") == "Yue" then if self.element == 0 then self.entity:Hide() self.Hud.script:ResetOxygen() if self.Hud.script.gOxygen == 1 then self.sOxygen:Play() end elseif self.element == 1 then if self.Hud.script.gLife < 128 then self.entity:Hide() self.Hud.script:ResetLife() if self.Hud.script.gLife < 120 then self.sRelief:Play() end end elseif self.element == 2 then if self.Inv.script.Inv:GetEpo() < 5 then self.entity:Hide() self.pickUp:Play() self.collisionEpo = true end end end end function Script:UpdateWorld() -- Here variable change + 1. if self.collisionEpo == true then self.collisionEpo = false self.Inv.script:AddEpo() end if self.entity:GetKeyValue("name") == "KitHealth" then self.entity:Turn(0,0,2) elseif self.entity:GetKeyValue("name") == "Epo" then self.entity:Turn(1,1,1) end end
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Yes, what happens is that if I hide it, it takes a while to disappear and the variable instead of increasing a value to 1 increases 2 or 3 values. variableItem = 0 Collision variableItem = variableItem + 1 But the result is not 1, but 2 or 3. I'm thinking of doing it outside the collider function with a fla
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How can I do so that the code is not replicated inside the collision scrip. What happens is that I have to increment an inventory variable each time it takes a new element. Then the variable must rise from 0 ( it doesn't have the item ) to 1 when it takes that item. But what happens is that it goes to number 2.
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I have simplified this to two lines of code. The error appears on collision.
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When I collide with a stage element with collision trigger I get this error sporadically and the game closes. Any suggestions? function Script:Collision(entity, position, normal, speed) if entity:GetKeyValue("name") == "Yue" then if self.element == 0 then self.entity:Hide() self.Hud.script:ResetOxygen() if self.Hud.script.gOxygen == 1 then self.sOxygen:Play() end elseif self.element == 1 then if self.Hud.script.gLife < 128 then self.entity:Hide() self.Hud.script:ResetLife() if self.Hud.script.gLife < 120 then self.sRelief:Play() end end elseif self.element == 2 then -- Here Problem. self.entity:Release() --if self.Inv.script.Inv:GetEpo() < 5 then --self.pickUp:Play() self.Inv.script:AddEpo() --end end end end
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What stands out is that Josh makes the engine by himself, that's admirable, the real drawback as for anything in life is to get the project off the ground and make it run smoothly as a gear. So the best way is to build a huge wall out of blocks, I'm still learning that one.
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This almost took my eye out. mport("Scripts/Game/Sounds/CSound.lua") function Script:Start() self.Hud = World:GetCurrent():FindEntity("Hud") self.steps = CSound:Create("Caminar") self.heart = CSound:Create("Corazon") self.asphyxia = CSound:Create("Ahogo") self.steps:SetVolume(0.1) self.heart:SetVolume(0.2) self.asphyxia:SetVolume(0.1) self.sPain = CSound:Create("Dolor") self.sPain:SetLoopMode(false) self.sPain:SetVolume(0.15) self.x = false end function Script:UpdateWorld() self:UpdateSoundHeart() self:UpdateWalkSound() end function Script:UpdateWalkSound() if showMenu == 0 then self.steps:SetPitch(0.9) if self.Hud.script.gLife > 1 then self.x = false if player:GetAirborne() == false then -- Player Walk. if Window:GetCurrent():KeyDown(Key.Shift) == false then if Window:GetCurrent():KeyDown(Key.W) or Window:GetCurrent():KeyDown(Key.S) then if self.steps:GetState() == Source.Paused then self.steps:Resume() end else self.steps:Pause() end else self.steps:SetPitch(2) -- Player Run. if Window:GetCurrent():KeyDown(Key.W) or Window:GetCurrent():KeyDown(Key.S) then if self.steps:GetState() == Source.Paused then self.steps:Resume() end else self.steps:Pause() end end else self.steps:Pause() end else self.steps:Pause() end else self.steps:Pause() end if player.script.ragdoll == true and self.x == false then self.sPain:Play() self.x = true end end function Script:UpdateSoundHeart() if showMenu == 0 then if self.Hud.script.gLife < 1 then self.heart:Pause() self.asphyxia:Pause() end if self.heart:GetState() == Source.Paused then if self.Hud.script.gOxygen == 1 and self.Hud.script.gLife > 1 then self.heart:Resume() self.asphyxia:Resume() end end if self.Hud.script.gOxygen > 1 then self.heart:Pause() self.asphyxia:Pause() end else self.heart:Pause() self.asphyxia:Pause() end end