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Everything posted by YouGroove
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My advice, delete character, and use a cube with character controller. It should work again, verify it. Than you can go back and put your character again.
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Character controller bug again :
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
Same thing than the first post, i think LE 3 had some problem with the level test i made ? Something in the cash or with physics saved or strange. I put a cube and character controller, played and worked well. Than deleted and put a character and character controller, this time clicking on "Fit Shape" just worked the first time. And the game played well. So if anyone click on "Fit Shape" and values are not calculated, i suggest deleting the character, trying a cube. Than back to character. Strange LE 3 bug. Now things are back and ok. -
Strange character controller :
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
Strange , i put characters clickes "Fit Shape" each time and the values where not calculated I just putting a BSP cube to test without animation code. "Fit Shape" worked, and the cube moved right. Next i put again a custom character, not "Fit Shap" WORKED ? The values was calculated , and the code and game just runned well. IS not some LE 3 problem in the meomory cahs, or the level or something like that ? Caus after running the level when it didn't worked , by stoping it, the values was put automatically ("Fit Shape" did'nt worked manually) ? -
Or tenchu, Thief game ? the old real roots.
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LE 3 new system and workflow are great, but it lacks some programming functions really needed. Some gizmos are missing, BSP lightmapping have some materiall problems when you do your own etc .. The lightmapper gonna crazy in one simple level i made, character controller can also go crazy easily with barbarian only working etc .. etc ... and real function bugs. Yes beta can be hard if you target to finalize a game, caus you'll have to wait for some stuff, or find some workaround minwhile. Lot of suggestions have been posted, caus yes LE3 is not finalized , it's a real beta It's frustrating on some points, specially if you need them and they are basic (bones attaching and functions, templates that are coming), but on the other side, it remains seriously promising when things will be taken account, serious bugs corrected, missing functions will be done. Even on basic rendering , i mean for PC mainly, slef shadowing, shadows i find they become missing as i begin to program more want to do more in the game. But i prefer stable, more complete programming and editor features in a first step , than eye candy and shadows.
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Character controller bug again :
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
I tried Barbarian : it worked well. I tried Goblin with character controller , it was that bug also. I tried my custom character , that bug again ? I find that Goblin and my custom characters had only Shape Rotation line values when i clicked on "Fit Shape" For Barbarian clicking on "Fit Shape" filled "Shape offset" and '"Shape Size". Perhaps , "Fit Shape" is bugged. But it seems it could be the problem. -
[LE3] : projectile not raycast - anyone has coded some ?
YouGroove replied to YouGroove's topic in Programming
@Andy : I know about game making and the basics, even on the programming side. I just asked if anyone had made that script ? I will do it, caus like i posted i really know how to do it. But i don't like to program too much, but i'll do it indeed. Raycasting is good when you don't need visible projectiles, it's THE EASY WAY. Just call and manage raycast. And projectile is lot more code caus you have to manage the projectile not only call a RayCast function. Google won't help me caus i already know how it is done elsewhere, and i would not find : "Projectile With LUA and LE3" Thanks for your advise, but i asked code if people had that, we are in LE3 beginnings and Lua LE3 system beginnings so stuff will appear but slowly. We are far from all tutorials and ressources we can find with Unity could it be on sites or youtube or plugin helpers. But let's wait perhaps LE3 will grow in same way and people coming will find FPS tutorials and templates, 3rd person games etc ... AND PROJECTILE CODE ALSO -
Another one. I don't understand, everything is fine could it be the model or physic settings, i really don't unederstand. And same settings with same scripts on barbarian works well ? In debug it is crash :
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I must be too lazy, does anyone have coded projectile in Lua and LE3 ? I mean projectile creation, movement, collision, destroy ?
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local aabb = AABB(-10,-5,-5,0,5,5) --We're going to pass a Vec3 to the callback in the extra parameter local v = Vec3(1,0,0) self.context:SetBlendMode(Blend.Alpha) --Execute the callback for all entities that intersect the bounding box. self.world:ForEachVisibleEntityDo(self.camera,"Callback",self.context) ********************************************* What is AABB for what ? local V : for what to do ? I don't see them to be used ? What is callback for each entity ? What function ? from a script ? Well , i'll have to make player as global in some way to access it's properties like position, rotation. It was to attach weapons, but it's useless as Bones functions don't exist actually in Leadwerks 3.
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beo6 : Indeed if you just double click on barbarian you will see : IT's ONE MODEL ONLY : BARBARIAN + WEAPON. So indeed it's well placed and it's ONE WHOLE ANiMATED MODEL. There is not attaching function or whatever. I would like : "Eternal Light" game with a barbarian that could change weapons in game. really. LE3 instead of delivering some eye candy version, should make the actual lot more stable and finalized : 1) CORRECT SEVERE BUGS 2) TAKE ACCOUNT OF VERY NEEDED REQUESTS (camera gizmo, light gizmos , BSP requests etc ...) 3) ADD ESSENTIAL FUNCTIONS (bones and attaching functions for example)
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I just needed to access the first entity i find by name. I know for AABB collision, but it's not that feature i wanted. In fact by code i just wanted to program : 1) get entity with this name "Player" (whenever it is located even if not in camera view, even if it don't collide with anything) 2) attach a weapon to it Indeed i can use AABB , a big super cube and just find the good entity name, but i don't knwo if it is super optimized and why not having a simple function ?
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I have the context in app.lua self.window=Window:Create(self.title) self.window:HideMouse() --Create the graphics context self.context=Context:Create(self.window,0) if self.context==nil then return false end I would want to access it from some other entity script : Caus i don't know how to call the context from App.lua ? Can i get the context from current entity character ? This code don't work caus the context is not created in the entity script : framePlayer = self.entity.animationmanager:getFrame() local text = "Leadwerks" self.context:SetBlendMode(Blend.Alpha) self.context:DrawText(text,0,0) self.context:SetBlendMode(Blend.Solid)
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Thanks Rick. It's hard to understand , but i can see the variable "frame" in the animation manager. I can just make it global and just read it or make a function that will return it's value inside animation manager script.
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Nope. Weapons are not animated to character specific animations. Search on any 3D engine forums or features : Weapons and stuff are attached to bones , so you can attach anything you made and that don't have animations. That's the way it's done on any 3D engine, and it's the best caus independant on character or it's animations. The other solutioon would be impossible. If i had 100 weapons, i would have 100 times the same models and animations exported ? i can't imagine the amount of work and space disk for the game ************* So yes, before going shadows, and eye candy stuff, LE3 engine should really provide essential functions to be able to make real games.
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i have a player firing guns. I want to call a hit() function only when the looping "fire gun" animation reach for example frame "200" It is possible to know by code when an animation is playing in what frame the animation is ? Or between what frames ? Or on percent number where is the animation actually on the actual frame ?
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lol No i will make it. I found a solution is to have the code that manages the goblin simply in the spawner. The spawner will just call functions it has on the goblin, and will manage the load and destroy of goblins. I just thaught it was some way to load a model like Goblin and attach a script to it by code. Like this we could have some general Spawner that could spawn goblins or other stuff , scripts to call and mesh name would just be parameters in the panel.
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Bone The bone class is used to weight vertices in a skinned model. Bones can only created when they are loaded in model files. The bone class has no public members or functions. ************************* How will i attach weapons to characters ? dynamically by code ? or clothes or equipement, decoration or anything else ?
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I use this code modified : function Script:UpdatePhysics() local window = Window:GetCurrent() local up local Down local left local Right local move local strafe if window:KeyDown(Key.Up) then up = 1 else up = 0 end if window:KeyDown(Key.Down) then Down = 1 else Down = 0 end if window:KeyDown(Key.Right) then Right = 1 else Right = 0 end if window:KeyDown(Key.Left) then left = 1 else left = 0 end if move ~= 0 or strafe ~= 0 then self.entity.animationmanager:SetAnimationSequence(1,0.04 ,200) else self.entity.animationmanager:SetAnimationSequence(2,0.04 ,200) end move = (up - Down)*4 strafe = (Right - left)*4 self.entity:SetInput(0,move,strafe) end The character runs and strafe, but it is like each 2 seconds it collides or do some strange weird offset, it results a breaked movement visually (the animation is clean and smooth loop, i verified it in Blender also). So could that come from this function ? self.entity:SetInput(0,move,strafe) Does this work with NavMesh or a thread in background ?
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[LE3] Script:Collision only runs when moving?
YouGroove replied to Rick's topic in Leadwerks Engine Bug Reports
You should post that on Suggestions There is so much suggestions , just really necessary. The forum should pin these that would be accepted. -
Ok in fact i found on of these bugs, it happesn with characters : If you set collision other than None with character type controller it will crash. When you choose character controller, don't put anything on collision type and leav it to none. Perhaps the editor should propose to None and disable it when we choose character controller.
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With Lua i would want to access directly at the player without collision or camera stuff. Is it a way , something like this : World.getEntity("Player") ? I just want a weapon to find the player and attach to it.
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I have some character, and i would want ot attach some different weapons in two hands by code. Caus it will be dynamic, you can equip and change weapons any time. Does someone already tried that ? I mean good positionning and orientation ? I 've done the model in Blender, perhaps it is some way to export weapons only but well placed in the scene? i mean export weapons without animations, only static models ?
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There is no way o say : Load this model. Than call This list of scripts on it ? like script names with relative folders ? Nevermind i have a solution : Spawner script contains functions to manage the goblin AI , animations etc ... But i think it must exist a solution ?
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I would like to have some spawning object. It would spwan a goblin each time , when the player destroy one, it would spawn a new one. And it would stop spawning when it has reached to spwan for example 5 Goblins. I know how to load a model by code, but how to make it run with "animation manager" and "goblin" scripts ?