JonesGaming Posted January 11, 2018 Share Posted January 11, 2018 Hi everyone, it might be a stupid question but i just startet working with Leadwerks and LUA. So i am doing the tutorial series available here -> youtube and i have the problem that the player doesn't die when he falls from a high position. Everything else from the tutorial is working but maybe i missed something at the beginning? I remember that something didn't work at the beginning regarding the "name" value of the player. In the tutorial it was just "player" but in my version the value was "FPSPlayer". So i had to rename it to "player" to make the tutorial work on LW 4.5. Perhaps that's the problem? I attached my project and it would be really helpful if someone could have a look at it or just point me into the right direction. tutorial.7z Link to comment Share on other sites More sharing options...
AggrorJorn Posted January 11, 2018 Share Posted January 11, 2018 It is really great to see that people are still making use of these tutorials, even though they are a bit outdated. The problem lies in the Collision function. Th 4th parameter is speed. When you print out the value to the screen you will see that it is 0 and therefor not afflicting damage to the player. function Script:Collision(entity,position,normal,speed) System:Print("speed:" ..speed) if speed>20 and entity:GetKeyValue("name") ~= "DeathTrigger" then self:Hurt(100) end end Obiously the speed value should not be 0. This does seem like a bug imo. Maybe something that slipped in with 4.5. I tried the same map with the beta version and the problem persists. This can be a good bug report. Link to comment Share on other sites More sharing options...
JonesGaming Posted January 11, 2018 Author Share Posted January 11, 2018 Ah ok! I was already wondering why the color of the parameter for speed is sometimes colored black while the others are blue inside the code editor. Link to comment Share on other sites More sharing options...
Josh Posted January 11, 2018 Share Posted January 11, 2018 This might be because I remember switching the order in which raycasts and collisions are done in the character physics...I will take a look. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted January 15, 2018 Share Posted January 15, 2018 Okay, this is fixed and will be in a new build on the beta branch shortly. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Recommended Posts