Einlander
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Everything posted by Einlander
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If only makehuman made the creation of clothes easier and not require blender.
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Website refresh and Leadwerks 5
Einlander commented on Josh's blog entry in Ultra Software Company Blog
Is the gmf/mdl file format going to continue? -
I've never really thought about that way. I developed that habit in my old qbasic days. I tend to make very nice looking spaghetti code so I like to make sure the scope is super obvious. That and I code at night on low sleep after work. I make all sorts of mistakes. I'm quite sure i have variables that are never used in this script. But I will take it in mind. Now i'm 8 hours overdue from sleep. Now I have 667 posts!
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I've been doing some coding on a bunch of Left 4 Dead style stuff and this is the latest script I have. A simple use timer. I haven't tested it very hard, but there should not be any glaring bugs. Information about the script: http://i.imgur.com/ZuzDtap.gifv --[[ Title: Use Timer Author: Einlander Start Date: 5-22-17 Version: 2 Description: A simple Left 4 Dead style use timer Notes: WHAT IT DOES: Allows player to use a script to force player/user to use an item for a set period of time. Think Left 4 Dead when you need to pour gas or start generators. WHAT IT DOESENT DO: It does not immobilize the player/user. It does not cancel when the player/user looks away or is too far. Changelog: 1 -Initial release 2 -style changes small fix added self.entity:SetKeyValue("type","use_timer") . This will help when trying to figure out what you are using and adjust accordingly. ie:detect you are using the use timer and make it so the player cant move -in Script:Start changed self.completed to true to prevent activating when not targeting entity. 3 -complete rewrite with less code, and smarter time management ]] The script itself: -- edit -- added self.entity:SetKeyValue("type","use_timer") . This will help when trying to figure out what you are using and adjust accordingly. ie:detect you are using the use timer and make it so the player cant move. in Script:Start changed self.completed to true to prevent activating when not targeting entity. -- edit --
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Any chance we can get an option to have a wider layout?
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On my system any more than four skinned characters causes massive slowdowns.
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mySurface = Self.entity:GetSurface(0)
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I might give it a try this time. I will be needing grenades and and even harder Molotov cocktails in my game. So I might as well make them now.
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Determine the texture/material of object you're standing on.
Einlander replied to Crazycarpet's topic in Programming
To go even further, you would need to WORLD PICK from the controllers feet to the ground. This will return a PICKINFO you would be able to get the exact surface. pickinfo.surface:GetMaterial() would get you the material itself. pickinfo.surface:GetMaterial():GetPath() should get the filename itself without going through extra steps. This will not work on terrains. Please click on the links. http://www.leadwerks.com/werkspace/page/api-reference/_/world/worldpick-r502 http://www.leadwerks.com/werkspace/page/api-reference/_/pickinfo/ http://www.leadwerks.com/werkspace/page/api-reference/_/surface/surfacegetmaterial-r212 http://www.leadwerks.com/werkspace/page/api-reference/_/asset/assetgetpath-r41 -
Amazingly I get the same first number every time even if I use the time as the seed. :/
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I give up using debug mode after I start populating levels. I just use release mode and lots of print statements.
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I would still need to pass arguments to the script though. I want the editor to pass '+fullscreen' when I debug, but I don't want to have the game start as fullscreen the first time it's run. I want to have it start windowed, have the player set the screen resolution and then write it to file. Then the next run it will be fullscreen. But while I debug I want to be able to just say, ignore the games settings and be fullscreen.
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I am requesting an input box or a separate tab that will allow devs to add command line arguments that will be passed to the game when launched from the editor. This will allow us to use the System:GetProperty without having to hardcode the values into the game.
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Entities landing on top of Character Controller Bounce
Einlander replied to Einlander's topic in Leadwerks Engine Bug Reports
It should be viewable now -
Operating system or device - Leadwerks Version: Windows 7 Pro x64 Leadwerks 4.2 Beta BuildID:1737986 Issue description (what happened, and what was expected): Issue Models with physics that drop onto the character controller will bounce higher [*]What was expected The model to hit the top of the character controller then fall off. Steps to reproduce Load the fps AI and events map Pick up any entity Look directly up Drop it Link to minimal example project No project just a video
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Project OLED: Arcade game tutorials
Einlander commented on AggrorJorn's blog entry in JornAggror Blog
i would start with tic-tac-toe since it is the most widely understood game. Even though it is a simple game the ideas behind replicating it are useful. It introduces people to lua tables, (multi dimensional table creation, reading and writing values to them). You could make it 2 players so you can avoid the AI part, but introduce score keeping, Further you can have the additional bonus challenges of detecting a win/lose play or adding the AI or both. -
The pickbox commands are all undocumented. I have never used them. If I remember correctly there use to be an option in the model viewer to create the hitboxes but they were removed. Send a message to Josh, he may be able to tell you what commands to use in c++.
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Editor Front and Back view reversed
Einlander replied to Einlander's topic in Leadwerks Engine Bug Reports
The issue was, I assumed that if you reset the perspective view it would be the same as the front view, which is not the case. If a person stands at (0,0,0) looking at z+(0,0,1) they would be looking into the screen. I assumed that was front, but that is actually the Back view. Looking at z-(0,0,-1) is that actual back view which matches the perspective view. Which is the opposite of most 3d modeling programs even blender in it's backward ways. Also 3d Level editors are the opposite of what Leadwerks has. So basically Perspective view is the back view and not the front view. For me it's just a break in convention. -
Editor Front and Back view reversed
Einlander replied to Einlander's topic in Leadwerks Engine Bug Reports
I guess that perspective view is the back view. I guess i'm just use to 3d modeling tools where z+ goes out the screen :/ -
Editor Front and Back view reversed
Einlander replied to Einlander's topic in Leadwerks Engine Bug Reports
If you reset your perspective view, then create something in front view, it will show the reverse placement on the x axis in the perspective view. http://i.imgur.com/iIKJH2H.png -
In the Leadwerks editor has the front and back Views are reversed.
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Is there a way to stop the highlight feature? It's a bit overkill having to copy the whole thing, paste it somewhere else, then copy the line that you want. Can the example box have a button that says "Highlight Example"?
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Will we be able to comment on the pages? Some of the pages have useful comments that help people understand what's going on.
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Would this help? http://stackoverflow.com/questions/191842/how-do-i-get-console-output-in-c-with-a-windows-program And further reading: https://www.gamedev.net/topic/509479-routing-stdout-to-windowconsole/?whichpage=1#3320937 Sadly I am not a c++ guy so I cant be much help here.