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AggrorJorn

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Everything posted by AggrorJorn

  1. The item you are spawning is stored in self.spawn. You could attach a script and check if a boolean has been set to this spawned item. You can than access it like this: Your If statement has to be extended as well. Something like
  2. Yeah I have been bitten by this problem several times. What you can do to solve this is add a bool variable IsInit at the end of each start function and set it to true when the end of the start functions has been reached. When you are in a child, check if the parent has this IsInit variable set to true. If not, then perform an init function on the parent first.
  3. I think the website, together with the documentation, is now in a really good state. Hosting the games yourself is a good improvement. I am curious to see how VR is going to go. The occulus and vive are still too expensive for my taste to really get in to it myself. There do seem to be a lot of cheaper alternatives from HP, acer, microsoft so I will be looking forward to hearing what others are experiencing.
  4. No eperience with your problem, but the you might want to hold out for Leadwerks 5 then. However it will be a while before it is released. https://www.leadwerks.com/5
  5. Little note: those parenthesis around the Time:GetSpeed() are not needed.
  6. Script.healthRegen = 0.005 --float "Health regen"
  7. As your screenshot indicates, your character has animation sequences. You can play these sequences to test it out. The AI script plays the animation based on a given state. You probably need to edit the name of animation sequences in that script so that it matches with the animation sequence names of your model. Look like for lines like this: model:PlayAnimation("Run",0.05) For instance: your animation is called 'walk' . I don't know the AI script out of my head, but i believe the physics character controller is probably setting you as a target, when the player is near the enemy. This means the rotation is handled for you by the character controller. The 'sliding' you are experiencing is probably because of the point above. It is trying to play an animation that it doesn't know. Try replacing it with one of your sequences. The translation is a little difficult for me to understand here. Can you describe this one a little bit more?
  8. Quite some time ago I was playing Rainbow Six Vegas with a coworker (not during work time). We were doing terrorist hunt on this construction site map and we were having a great time enjoying this classic game. At some point I wanted to throw a grenade quite far away. Of course with my pro-fps skills I managed to hit the electric pole standing right in front of me. After I was done facepalming, something caught my eye: the wires on the electric pole were swinging, probably by the grenade's shockwave. I hadn't noticed that before, but I found it really cool. It reminds me of making rope-bridges (old 3ds max tutorial ). I think dynamic wires can add a nice extra touch of 'being an interactive environment'. Making wires like that could be fun to have as an extension on the SplineTools. The Zone This became especially apparent when working on the zone back in June. I was placing these power pylons on the terrain. Since they are great models that add a lot to the background, I decided to bring them a little bit closer to the main area and raised the terrain at several locations. Placing the pylons was a piece of cake. However placing the wires, was a pain. The wires come from 1 single model. The problem with this is that it makes it really hard to place these wires. I had to constantly rotate them around, move them and then rotate them some more. So when I had 2 pylons placed at different heights, it took a lot of messing around to get the models placed correctly. And this was just a straight line of pylons. With bends in the electric network this would have even more problematic. SplineTools extension: Wires The wires/ropes/cables extension of the SplineTools fixes this problem. We can simple put a pivot on each of the wire connectors of a pylon. Then we attach the wirescript to the pivots and make the pylon a prefab. Now we can connect multiple pylons by connecting the wire nodes. We play around with some of the handlers to create a nice bezier curve and we are good to go. Physics We can take it even further by adding physics to these wires. At the moment of writing there is support for static physics ropes and also experimental dynamic ropes. The latter one makes physics shapes per wire segment and adds joints between them. We can anchor both ends of the wire if we want to. In the stable 4.4 branch this causes the game to crash now and then, but the beta branch for 4.5 doesn't seem to have this. So that is good news. We now have the same wires as the ones that I encountered in Rainbow six. The dynamics ropes are really fun to play with. You can now easily create a tireswing, draggable computer cables (like in HalfLife 2) and most importantly: rope-bridges. I have to finish the example scenes and make the tutorial for them, but they are almost ready for release. They are included in the SplineTools package. A new video blog will be posted when it is ready. At the moment the workshop uploading fails, so I can't push any updates yet.
  9. Great to see all this energy at work. Have fun with the VR project.
  10. Is that excluding the forum? Because I am always surprised to hear about people who use buy Leadwerks, but then never seem to register on the official forum. They just never thought of it as an option somehow.
  11. Josh has posted a few times about physics bugs being solved, so things might have resolved themselves by now. I have yet to check it out though. Luckily it is almost weekend.
  12. For animation So you have your character in the model editor and can see all the animations playing? Next step would be to load your model in the scene via code or drag it in the scene. You could for instance attach a script to this model and use the animation commands to play animation. If you look at the FPS template you can find out how the crawler does animation. It basically plays an animation based on its current state. Have you tried googling it? Because the first result is a youtube video. it is slightly outdated but should point you in the direction that you need to follow to start playing your character animation.
  13. Conceptually the game launcher made a really good use case and a strong selling point, but in practice I found it annoying to use. The few games that I have subscribed to often blocked up because of downloads making the launcher respond rather slow. The UI style wise was good, but its functionality often seems to A) not work B) or feel sluggish. I would focus on getting the templates up again. Most importantly would be the how the Games page is designed. It currently lists all games but it really needs some categorising. https://www.leadwerks.com/community/games
  14. This is done in the material of the vegetation. I think I covered it in this video around 1.10.
  15. Sorry missed that one. I suspect a beta branch issue here as well. I will need to test it though. This was the road-options map? might be similar to this:
  16. Debris and scene are both static physics. So when a static scene object is intersecting a static debris object, is the collision function triggered?
  17. Perhaps it was moved because you mentioned splinetools. The topic makes it seem the problem lies in splinetools although we can repeat the issue in a blank project too (without using splinetools). Reported it here:
  18. Thanks for reporting. The spectator script used in Splinetools is the same as the spectator script that comes with a default leadwerks project in Scripts\Objects\Player\Spectator.lua Stable branch doesn't have this. Can you make a bug report in the bug section? Tldr: in beta branch create a terrain and camera. Attach spectator script from the default scripts. Fly against the terrain when running the game.
  19. I will be on vacation to South Africa for a few weeks, after that the new update will roll out including the new ropes and wire spline.
  20. Simply move the entities where the road nodes are attached to. Can't wait to see what you are going to do with it.
  21. Since the entity count changes, it might not be the issue, but have you tried attaching an empty lua script?
  22. Anything special about this entity? CSG brush, camera, model? Reminder: CSG brushes are collapsed if they don't have a script or mass. Makes finding the entity impossible if that hasn't happened.
  23. Pseudo approach Create a vector3 that represents your mouse in 3d. Use this https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_Camera_UnProject By changing the Z value of the above vector you determine how far the pick goes. Your raycast now 'shoots' from the mouseposition to the direction the camera is looking at with a given (z axis) length.
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