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beo6

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Everything posted by beo6

  1. No. Follow does indeed lets a character follow another entity. So the name is correct. That it returns if a route could be calculated or not is just an addition so you can check if following is even possible. So that it does not work must have another reason. My first guess is that self.target.entity is not really your entity. When you have Script.target=nil--entity "Target" in your script self.target is already your entity. So the correct call would be self.entity:Follow(self.target,self.speed,self.maxaccel) If that does not help you can post your code and maybe we can find your problem?
  2. Why have it as animation? There is a Script already for doors in the Scripts/Objects/Doors Directory.
  3. very nice. Adding a light noise filter might help a bit in the audio quality.
  4. Do you have a script for a single gun ready and working? If yes it should be relatively easy to change it so you can have two guns.
  5. official support for that in the game is more important in my opinion. The Editor can wait for 10 minutes to recalculate the navmesh (if he needs to) but the player when playing a game will think the game crashed.
  6. I don't like that approach as this is limited to only one type of entity. If you for example have a walking player character that can also drive in a car you would need to attach a sound for both the character and car. Better would be to check for the material per raycast and then play a sound. Bit more code but also more flexibility.
  7. @Gonan i hope you will not get angry and please only take this as an try to help. I wouldn't do it this way to check how many are still alive. I tried something similar (and a couple other approaches) with my RTS script to keep track of units. First it might get slower as more entities get into the world. (at least if you call it every frame or so when running as you probably do when you want to keep track of alive enemies). Since it goes over every entity. Even if it is only a scene entity. Second it is limited to a specific map size depending on your set AABB Size. I would use the map load hook once to get all enemies which are placed by the map creator. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/map/mapload-r510 and then only add or substract one when the according spawn or die function of the enemie is called. That should solve the possible issues and would make your code easier.
  8. the way you get your context in LUA does not change when you use a C++ project. You should be able to use http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/context/contextgetcurrent-r632 to get your current context and then just draw on it like normal. Edit: And actually you probably don't even need the above since the Script:PostRender(context) function already provides you with the context.
  9. Thanks Vaelek. I just had to restart 2 times to have all windows updates installed. After that it works again. My Nvidia driver was already up to date. So it must have been a windows update.
  10. probably so you can even set App.quitGame from any other entity script. But shouldn't quitGame = true also be global as long as you don't write local before it?
  11. For sound-effects I think WAV is good enough. But music should really be supported in another format. I have not seen any game for a long time with music that does not use another format then WAV.
  12. for cases like a windmill i would really have the wheel seperate and rotate it by code. it is very simple and you can dynamically change the rotation speed very easily.
  13. You could ask the Steam support since Josh has nothing to do with the buy procedure at steam. Maybe you are lucky and the steam support is nice enough. But I wouldn't count on it. Even better would be if you explain what exactly your problem is since I still don't understand what you try explaining there. Sorry
  14. Your player will need a mass. In real space things still have a mass even when there is no gravity.
  15. Its not real planet physic though. Just a really simple script to animate something like this. I don't know the game. But you could always have the game load a map when you land on a planet. Still many AAA titles do it this way.
  16. deleted the CFG files but beside that all projects got removed from the list it didn't helped at all. Another issue i found (i am not sure if it is related) is that the Editor does no longer run the game in debug mode. it just stays at "Executing "G:\Projekte\Games\Leadwerks\RTS\RTS.debug.exe"..." but nothing happens and the exe does not appear in the task manager. If i run the debug file manually from the explorer it runs without any issue. the release mode does run but it does not notice when it gets closed. so it asks to stop it. --------------------------- Leadwerks Editor --------------------------- An external process is still running. Do you want to terminate it? --------------------------- OK Abbrechen ---------------------------
  17. tried that but does not seem to help. It would also wonder me since the camera of the editor should not be bound to the game camera in any way.
  18. 1 = No 2 = No 3 = No 4 = Yes (it also moves forward and backwards when scrolling) 5 = Windows 8.1 64bit 6 = Nvidia Geforce GTX 680
  19. how is the code scanned? I guess it will fail at things like for i=1,10 do Model:Load("Models/Characters/char" .. tostring(i) .. ".mdl") end or else it would need to understand the code.
  20. There are many xbox controller libraries out there. If you have the C++ version of leadwerks it should be as simple as setting up the library and using it.
  21. beo6

    fullscreen?

    Window::FullScreen is correct. However I have read that there was a problem with fullscreen under Linux. Have you tried the steam beta? Maybe it is fixed there already.
  22. the blocking of key presses when too many keys are pressed is depending on the keyboard. some usb keyboards use workarounds for some most used keys in games. So for not super cheap and bad usb keyboards it should be ok for 2 players who use most used keys like arrow keys and WSAD + some special keys. More people on one keyboard would most likely be too uncomfortable anyway. I think only some PS2 keyboard types don't suffer from this.
  23. You can tweak the code how you want. Another small thing you should add is a check which entity type collides with it. Currently everything that collides with the trigger will start the mapchange. But you will most likely only want to have the player change the map.
  24. i don't know what you mean with but after you assigned the maps each into its own variable you can assign these into a table. Here is a working script now. --[[ This script will act as a trigger to change the current map. Place this at the end of your map to make the player progress to the next level. ]]-- Script.mapfile0 = ""--path "Map File 0" "Map file:map" Script.mapfile1 = ""--path "Map File 1" "Map file:map" Script.mapfile2 = ""--path "Map File 2" "Map file:map" Script.mapfile3 = ""--path "Map File 3" "Map file:map" function Script:Start() self.mapname = {} math.randomseed(Time:Millisecs()) if self.mapfile0 ~= "" then self.mapname[1] = self.mapfile0 end if self.mapfile1 ~= "" then self.mapname[2] = self.mapfile1 end if self.mapfile2 ~= "" then self.mapname[3] = self.mapfile2 end if self.mapfile3 ~= "" then self.mapname[4] = self.mapfile3 end end function Script:Collision(entity, position, normal, speed) local changeMapNr = math.random(1,#self.mapname) if changemapname == nil then --fix for changemap part in default App.lua local changeToMapFileFix = string.gsub(self.mapname[changeMapNr], ".map$","") changeToMapFileFix = string.gsub(changeToMapFileFix, "^.*/","") changemapname = changeToMapFileFix end end However i would change the changemap part in the App.lua to accept not only a mapname but the path including the file extension. Then you could remove the "fix for changemap part in default App.lua" part and still have the file selectors in the editor.
  25. Merry Christmas. And i just noticed the Achievement. I like it. But not sure if it is new.
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