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YouGroove

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Everything posted by YouGroove

  1. From beginning of LE3 i seen some collision types and choosen default ones, but why having that collisions if we don't know how this works ? The documentation says : static const int None static const int Collide static const int Prop static const int Scene static const int Character static const int Trigger static const int Debris Could we have explanations on the docs saying on how Collide, Trigger and Debris work ? There is nothing explaining that, and no info bulles on the editor also.
  2. The last ones are less natural rocks : they have a very rectangular pattern and disposition : all perpendicular and one perfectly horizontal, looks more like rocks in a construction site.
  3. I mean the company name in your case is varying. It's not only some animated background, it's your company name. But well do as you like, you're free ot keep it like that , and perhaps more people will like it animated
  4. I think once you got the number, you must play with torches
  5. Generaly comanies logos are fixed , not animated for official pages. Go to Blizzard and other sites to see that Company animated logos ; are mainly for game intro movies or can be used in some forums of the site. Keep it fixed, it's better to have the complete company nime at first look.
  6. It's tournament for fun. You don't need to code a lot, you can re use all code from tutorials, and it's not making an amazing game, just try ot make something within the free time you can find during 2 weeks.
  7. You could talk about : Script.var1 that is referenced in the whole lua script file as self.var1=10 And local var2 will just be local to a method and called directly var2=20
  8. YouGroove

    FlowGUI

    Great work. The use of invisble Pivots with attached Lua is incerdibly usefull.
  9. ok, i pressed delete and the object was removed from scene, didn't know you must use remove node instead. Good.
  10. Deleting a component from FlowGraph deletes alos the object in the scene. Hope it will be also fixed.
  11. Ok i done it using GetAllNeightboor function to retrieve the pivot object that has script attached. Than i can access all it's script variables. That's not best way, or something to really do , as the search is done on each loop. No problem for little games, but with several characters, best to avoid that or too much use of Flowgraphs. It becomes even more complicated on some cases.
  12. Nope , no whole night , but almost, very late. Yes i should aks less basic questions now
  13. Well i have player Lua script that will just play animations for now. I have States.Lua that deals all states and have Flowgraph connexion that receive key events. This script States.lua has all variables i need to manage my Player.Lua movement : Calculated speed on X,Z Actual state Movement variable So i put on a Pivot : States.lua, i connected methods to key events. How could i get all variables of that Pivot and Lua file to use in Player.Lua ? On player update function : GetAllNeightboor entities and check that Pivot Name , than just read it's script variables ? It is not possible to pass some object, or pass a groupd of variable when calling some FlowGraph CallOutputs ?
  14. Another great use could be to be able to have a menu on Flowgraph window with Save/Load features. You could save and load also your flowgraphs. It would just create valid connexions where it would find inputs/outputs and script names, otherwise it would just displaying no connexions after loading a previous flowgraph.
  15. When changing a script the Flowgraphs are regenerated, all connexions are lost. Could it be possible to save in some file before any script update , all connexion names and links ? After modifying a script, LE3 would just read previous file and when it should find links with existing connexion output/input names it would just re create the.m automatically. I can't imagine working on a bigger project and use re usable FlowGraph components, if each time you loose your 200 connexions.
  16. In fact this should be the rule for new comers and beginners : Learn lua ... Learn the API ... then write this stuff ... Simples. I passed the all the night re-learning Lua and how it works digging what i could understand in Goblin,player,camera code This morning i learned Flowgraphs and use them already and I am making a complete LUA game, A link that should be pinned for Lua users : http://www.leadwerks.com/werkspace/topic/6027-leadwerks-3-how-do-i-questions-and-answers/page__st__20 Keep it simple, try some bits of code, try some code from tutorials section etc ... try some physic functions, read examples. Step by step you'll have all basic Lua programming in some days, and also how to do program gameplay and 3D stuff.
  17. Magic Fire, goblins and Flowgraph components
  18. Thanks. May fault again , all is ok, in fact it was a variable boolean set to true when any key pressed, but it wasn't reset to false at the end of the PhysicsLoop. Yep Flowgraphs works great, i'll have to test how to pass arguments instead of simple firing messages later I'm making some adaptable generic character controller with Flowgraphs States will be in his own file like Key firing, Animations, player script will deal only with NPC and actions management .
  19. Why Lesson.App ? All tutorial is Lua only , you don't need Visual C++. You will only need to compile an empty project a first time to be able to run it. But no need of Visual C++ for that turorial.
  20. I agree we should have a dedicaced post for all TIP , a pinned one.
  21. Create your own project and just follow the video. You'll learn lot more doing all yourself instead of downloading the lesson
  22. My code is like that : local window=Window:GetCurrent() Script.enabled = true Script.keypressed=false function Script:UpdatePhysics() --if self.enabled == true then self.keypressed=false if window:KeyDown(Key.Space) then self.keypressed=true self.component:CallOutputs("Attack") end if window:KeyDown(Key.Right) then self.keypressed=true self.component:CallOutputs("Right") end if window:KeyDown(Key.Left) then self.keypressed=true self.component:CallOutputs("Left") end if window:KeyDown(Key.Up) then self.enabled = false self.component:CallOutputs("Up") end if window:KeyDown(Key.Down) then self.keypressed=true self.component:CallOutputs("Down") end if self.keypressed==false then self.component:CallOutputs("Idle") end --end -- if window == nil then -- self.entity:SetColor(1,1,0) --end end In fact i juts press key one time, but event continues firing ?
  23. I have a script for FlowGraph It runs in some updatePhysics() function and it detects if a key is down than CAllOutputs. The problem is i only press the key a short time and the component continues to firing same key even if i don't press anything ?
  24. Well LE3 flowgraph is great. I'm making character inputs in a component, and character movement component This way you'll have components dealing with key inputs And component receiving these messages and processing it's own animation and states. That's great.
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