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  1. Last week
  2. The problem seems to be the use of a local variable in an other function that returns nil because local variables are not saved permanently, right? That's why this is running ok I suppose
  3. All the functionality of Ultra app kit will be part of the new 3D engine.
  4. Thank you, one more question. Will it work with Leadwerks 5 3D engine? So for example people can make there own 3D editor, or the ability to work with 3D meshes and materials. https://vidmateapp.win bluestacks 3 myjio login
  5. ok, solved it. In the player script I have to make a reference to the weapon index in order to trigger the function. self.weapons[self.currentweaponindex]:becomewater()
  6. I've noticed that my code below no longer works when I upgraded my project to the Beta. m_vClosePositionRight = m_pDoorPieceRight->GetPosition(true); Vec3 position = m_vClosePositionRight; Vec3 distance = Transform::Vector(1.0f, 0.0f, 0.0f, GetEntity(), NULL); Vec3 pin = distance.Normalize(); m_pDoorJointRight = Joint::Slider(position.x, position.y, position.z, pin.x, pin.y, pin.z, m_pDoorPieceRight, NULL); m_flOpenAngleRight = distance.Length(); m_flCloseAngleRight = 0; m_pDoorJointRight->SetMotorSpeed(2.0f); m_pDoorJointRight->SetLimits(0, distance.Length()); m_pDoorJointRight-
  7. I think the most valid option is to leave the default font with a specific size for all buttons, in favor of a fast and efficient change of resolution in real time. Or the other would be to ask the user for a manual reset and use a custom font for each widget with a specific size. There are things, decisions that favor something and harm something else.
  8. ah ok got it.. thanks .. i try .. and post again if it function. many thanks
  9. It's probably a syntax error because It's just proto code, The point I was trying so show that you can store pointers into variables for easy access.
  10. thanks for your answer. i got the first part. but at the "DoSomething" it crashs to desktop without error
  11. I am trying to optimize this as much as possible and all to tip to I have problems when I do a resolution change and the widgets have a custom font that is added with: Widget:SetFont("Assets/Fonts/myFont.ttf",12) The problem here is that when I do a screen resolution change, it removes the window and thus the context is removed and I have to remove the GUI. And rebuilding it again starts the process of loading those fonts for the GUI. Then it happens that after several successful resolution changes the application crashes. It is evident that the more fonts you use, t
  12. Since you can find the child on Start, I would store it in a variable to quick and easy access. I'd also put in null checks. Script.vmodel = nil function Script:Start() local child = self.entity:FindChild("WaterforBucket") if child ~= nil then self.vmodel = child self.vvmodel:Hide() end end function Script:DoSomething() -- Get my view model! local vm = self.vmodel vm:SetColor(1,0,0,1) end
  13. Hallo, i hope someone can explain this to me. i build a vwep praefab (like autogun) this script function and the bucket is show in the Start function i have this code. if i take the bucket, the child is now hidden. function Script:Start() local child = self.entity:FindChild("WaterforBucket") child:Hide() the problem now is, if i would show it again, i got an error. this is the code for showing the child function Script:becomewater()--in self.becomewater=true local child = self.entity:FindChild("WaterforBucket") if child:Hidden() t
  14. This is still broken with the beta you shipped last week @Josh. Would appreciate you slipping in a fix for this as I also need the previous decal rotation fix for my game along with sprites working as intended.
  15. Fixed. It seems Josh compiled the latest Steamworks and forgot to supply the dll. I grabbed the latest SDK from Steamworks and the beta now works. Uploading it here so others can use the beta. steam_api_lebeta.zip
  16. When an item is selected, for listboxes, choicebox, tabbers, and treeviews.
  17. reepblue

    Package Plugins

    One thing I would suggest is making sure directories are listed above packages like how Windows lists files by default.
  18. Josh

    Package Plugins

    So you may notice the package files are appearing both in the file panel below and in the tree view as folders. just realized that GLTF files could be treated the same way, since they can have texture files embedded in them.. Optional of course. crazy possibilities.
  19. Animation loading level.
  20. In which cases is this event used in the Gui? I have n .... elseif event.id == Event.WidgetSelect then --System:Print("WidgetSelect") end oticed by chance that it only goes when I move the indicators of a list box when I change the possible screen resolutions.
  21. Josh

    Package Plugins

    Also can rip all the textures out of a BSP. Of course there are many different versions of WAD, PAK, and BSP formats, so supporting one particular game requires some mix and match code in the plugins.
  22. Josh

    Package Plugins

    Bwahaha this is so cool
  23. Josh

    Package Plugins

    Funny enough, the original Quake on Steam recently received an update. It's the same game, but using a new engine. They did not make any huge changes, but now it is running with actual hardware acceleration and everything is a bit higher resolution. That's exactly the kind of thing you could do with this, an "engine mod" that loads the original game files but renders it all in another engine.
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