Do you work with the flowgraph editor?
If you want to use a script and you want to set mass and collisiontype via script then use this:
function Script:Start()
self.entity1:SetMass(1)
self.entity1:SetCollisionType(Collision.Prop)
end
Looks like the gravity activator script is no longer there.However setting a mass is really easy:
self.entity:SetMass(1)
http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitysetmass-r74
Update 1.0.1 released
All updates regarding FlowGUI are going in the new topic, residing in the promotion forum.
http://www.leadwerks.com/werkspace/topic/11262-flowgui-for-leadwerks/
Try setting the position of the emitter at a fixed position somewhere in your level where you can actually view it. At least you can check if the emitter is properly working. If it is properly working then you know there is something wrong with the positioning code of the emitter.
Well since the character controller is a special object, it wouldn´t surprise me if the the offset values are not affecting the controller in the same way as for a CSG box for instance. Not sure though.
Personally I never try to adjust physics to a mesh, but rather the other way around.
Apparently when you have a pivot and set its type to character, the center of mass lies at the bottom of the cylinder. But like Rick said: can't you change it with the command?
You can't use the box as a character controller though.The character controller uses its own custom physics. When using a character controller I would not use a custom shape, since a cylinder will always be generated by the character controller type.
A better approach is using a pivot which you set to type character controller. Then let the box be a child of the pivot when it would serve as a hitbox.
I haven't tried this, but when you have set the option for 'navmesh item' in the phy properties, did you have object modus or face modus selected? Resetting it and generating a new navmesh might help.
Nah it is a simple but 'hackisch' way. You display an image as loading screen, then the next frame you load the map, before the screen is updated. After the map loading, you remove the image being drawn. So a moving or rotaing image is not possible.
I never had succes with multithreaded loading screens. You can show a screen like Rick says, but a dynamic progress bar (or anything moving for that matter) is out of the question.