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Andy Gilbert

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Everything posted by Andy Gilbert

  1. Hmm, do you have a ETA (i know your busy) with a list of commands? and just so i know... are ALL LE commands avaialble via lua? Cheers Andy
  2. Ok ,well ive now found out what the prob is (which i thought you might of picked up on) I was using the command PositionEntity where as in lua it seems its SetPosition? I was under the impression most commands where the same? is there not a compiled list of the lua commands for LE as it seems its just a guessing game? Andy
  3. well ill post a demo if you want but it can easily be replicated? the scene it nothing but a terrain and the model is a cube? But the loading of stuff doesnt seem a problem.. It just literally crashes when i try to use the commands PositionEntity and also ive noticed EntityType? Andy
  4. It loads the scene fine?? and thats set using the abstract system? Just the model. And its crashing when the entityposition line is there, loads fine without it? Andy
  5. Ok.. Al im trying to do is in the lua editor outside of the editor, load a scene and place a model inside it? The code.. RegisterAbstractPath("") --Set graphics mode if Graphics(1024,768)==0 then Notify("Failed to set graphics mode.",1) return end world=CreateWorld() if world==nil then Notify("Failed to initialize engine.",1) return end gbuffer=CreateBuffer(GraphicsWidth(),GraphicsHeight(),1+2+4+8) scene=LoadScene("abstract::scene.sbx") model1=LoadMesh("abstract::simple_1.gmf") PositionEntity(model1,Vec3(-1,2,0)) camera=CreateCamera() camera:SetPosition(Vec3(0,20,0)) camera:Turnf(0.0,42,0.0) Collisions(1,1,1) while AppTerminate()==0 do UpdateAppTime() world:Update(AppSpeed()) SetBuffer(gbuffer) world:Render() SetBuffer(BackBuffer()) world:RenderLights(gbuffer) DrawText(UPS(),0,0) Flip(0) end Ok the above just crashes when you try to run it, remove the line PositionEntity(model1,Vec3(-1,2,0)) and it loads, but cannot see the model? am i doing it wrong? Andy
  6. ok well doing this : dofile("Scripts/base.lua") function Spawn(model) local entity=base_Spawn(model) FreeEntity(model) body1=CreateBodyBox(0,0,0) EntityParent(model,body1) body1:SetMass(10) return entity end Crashes the editor... i think im just going to forget about things for a week or so untill some sort of docs are done or things are sorted as its clearly very unsupported at the moment and obviosuly still has issues... Andy
  7. Ok, and how would i go about doing that? Andy
  8. So.. i cannot create bodyboxes in lua? Andy
  9. Ok, so how do i retrieve the body that is created by either phygen in lua to add another one? Edit: thiss is what i have... A model that has a phygen file which has a mass of 1.. if i put that in the editor as it is, it slowly falls to the terrain and does a small bounce and stop (all good). If i then enter this into the lua script for the model: dofile("Scripts/base.lua") function Spawn(model) local entity=base_Spawn(model) body1=CreateBodyBox(0,0,0) EntityParent(model,body1) body1:SetMass(10) return entity end It then falls threw the terrain, if i remove the SetMass line it works ok. thanks Andy
  10. But... if my model is a complex shape the physics seems to be just in the middle of the model and parts of my model go threw the terrain still?? So i though about using a main body and then attatching more bodies to the main, that way i can also add forces on different bodies but on the same model, just in different areas of the model. Andy
  11. Hi... i would just like to say, this poll cold be slightly deceiving. What i mean by that is, i guess you may use a poll for many reason but one reason would be so you know what direction to aim LE for, for such things as.. support, examples, documention, headers, tutorials ETC (may be not be the case here, but this is just in case you intent to). Well, i voted C++ simply because thats what i am currently using, but not by choice. Simply beacuse that is what is most currently supported for... for example the tutorials... there nearly all aimed at C++ and so i download MSVC++ and went from there, but i would much prefer to use blitmax and i know that if there was as many tutorials and examples for blitzmax than there was for C++ then my vote would be for blitzmax, not C++. Not a rant, just thought ide say as i feel with the way results are going this will only push you more towards c++ users. Maybe a poll for "what would you prefer to use" Thanks Andy
  12. Hi, ok in the editor i have my model and in the lua script attatched to the model i have create a spawn function where i create a physics body and give it a mass and parent it to my model, but then with physics on its simply sinks threw the terrain? How do i make it collide with it? Ive tried giving the body a collision type 1, but doesnt seem to do anything? Thanks Andy
  13. I looked at blitzmax and really like the way the code looks, but it seems that LE support is geared towards C++ which i understand from the point of view of AAA games, but with LE developed in blitmax (correct me if im wrong) i would have thought this would be geard towards blitz users. I have the problem of being a full time delphi developer but unfortunatly there is very little support for delphi and i dont want to be the only 1 of a hand full on the forums that use LE & delphi. So im currently using C++, simply so i can get max support, but i am finding it difficult my C++ knowledge is very little. Andy
  14. I also experience that in the script editor opened via the editor, i can get a few lines of code that seems to crash both script editor and the editor and then if i try to load that scene back up again, it just simple instantly crashes. So i have to go and open the script up in notepad remove the code thats crashing it and then load it back up. Very annoying. Andy
  15. Cheers whisper, spot on that. Anyone know about the 2nd problem? Thanks Andy
  16. Unforutnatly im still locked out the forums and i have a questions so this si the only place i can ask. There two things: Ok.. 1st. How can i Show a var as text on the display? I can show text all ok, but dont know who to shows variables. 2nd. Can find any C++ examples on this (why is there such a mix of C++/C/blitzmax examples in the wiki???) anyways, im trying to get the rotation of a mesh, i can see how its done using blitzmax, but i cant seem to get it to work the same way in C++. Thanks Andy
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