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Haydenmango

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Posts posted by Haydenmango

  1. Hi lately when I try to create new Materials and/or Scripts the editor will instead open up a 'Rename Material/Script' window and the Material/Script in the 'Rename' window is always the last Material/Script I created.

    To further the issue the New Material/Script I attempted to create was created but is not visible in the editor unless I exit and reopen the editor. I am using the indie edition (beta), Windows 7.

    If more information is needed I can try to get screenshots later as it happens quite often.

  2. Thanks for trying out the game josk!

    didn't have a clue what I was doing just bouncing around underwater, crazy.

    hahaha made my night. As weird as it may sound that is somewhat the intended feeling this game is supposed to give. I was originally going to post a much more relaxed Underwater Maze version using these scripts but after playing Goat Simulator things took a different turn....

    I look forward to playing your game when it arrives!

  3. Thanks for the remarks YouGroove!

    I was intending on making easy, medium, and hard modes for the game where the damage/physics impacts were lessened but I never got around to that. Instead I implented the "R" key which you can press repeatedly to regain your original rotation. I understand it's pretty rough but the heavy impacts were some of the most fun for me when I was play-testing.

    Thanks again for trying it out and I will try to come up with something again for next month! biggrin.png

     

    edit-------I tested both SetRotation(using the over-time method you stated above) and SetPhysicsRotation. In the end I stuck with SetPhysicsRotation because I felt it got the result I wanted and it fit the 'get smacked around' feel the game has. Also when you are using both the WASD and arrow keys it is harder to hit the mouse then it is to hit the spacebar in my opinion.

    I think if you play the game a couple of times through you may start to enjoy the intense collisions and freedom of movement it has to offer but feel free to mod it however you like to suite your needs. And again thank you for the feedback YouGroove!

  4. The problem is after I rotate my entity I need to change my movement values somehow to accommodate for the change in rotation. Example-

    if window:KeyHit(key.w) then self.move.z = 1 end

    self.entity:Move(self.move)

    now when I rotate I am still moving the same direction, no longer Forward. This is my issue.

    I can move fine in the water without rotation.

  5. Thanks for the clarification Rick. I wasn't sure if SetInput() was connected to the Navmesh or not; all I could tell was that it wasn't working in the air/water. I'm so tired I can't figure out how to change the title if I even can, hopefully someone will understand it if not I may change it later on today.

    @DudeAwesome I know there is a 3rd person camera script and a 1st person character script but neither of them contain the answer. They only utilize SetInput().

  6. Hi everyone.

    So this may be basic for some people but I have been having some trouble making my character move forward depending on where the camera is facing. I can make my character rotate and even move, but not consistently forward.

    I am not using Navmesh (the player is floating underwater) so I don't think SetInput() would work. I have tried messing with other scripts and functions but I am not the best at math yet so any help with this would be appreciated.

  7. Some Randoms that came to mind---

    -Do you have it?/Did you find it?

    -Enemy spotted/enemy in sight

    -Out of ammo

    -Run!

    -There must be another way...

    -Over here!

    -Get behind cover

    -On cooldown/Ability not ready yet

    -Grenade!/Bomb!

    -Out of range/To far away

    -Help!

    -Incoming!/Prepare yourselves!

    • Upvote 1
  8. As for lives you could store the number of lives as an integer

    ex: player.lives=5

    and everytime your player dies you can subtract a life.

    if player.alive~=true then

    player.lives=player.lives-1

    if player.lives<1 then

    game over

    else

    player.alive=true

    end

  9. Sounds good.

    Also a side note- I did not make any textures for my animated model (as it was just to see if animations worked) so when I imported the model all the materials were blank and the editor said it couldn't load the shaders for the materials sooo that is what made me go looking around in the shader folders. I am not sure if the materials/shaders will generate or not if you have textures with the model you are importing.

  10. Yeeahhh! Well I feel really great and extremely dumb.

     

    For the last month and a half-ish I have been making very gross models and other constructs using Blender. So 2 days ago I decided to take it to the next level - Rigging and Animating a Human. Well after hours of watching youtube tutorials and rotating/moving finger bones I had a fairly usable model. Then I put a shotgun in his hands. Then I animated it. Animating is fun.

     

    Anyways... Once I import my animated human guy with shotgun he was initially blank. I looked for animations in the model editor buuuut there weren't any! I was in shock and disbelief. I quit working for the night after tweaking around a bit.

     

    Next morning my head is full of questions

     

    .."Why doesn't it work?"... .."What could it be?"... ..."What must I DO!?!?!?"....

    I go onto Leadwerks while still in bed and change the default.shader to the diffuse+normal+specular.shader in the shaders/model/animated folder. It works.

     

    The End

  11. Thanks everyone for the advice!

    So a list of things I had wrong that are now fixed with solutions.

    1-Pick Height was to Low

    solution=raise the Y of the starting and ending points of the Pick (thank you Rick)

    2-Pick would stop at Picking Entity

    solution=SetPickMode(0) Before picking then SetPickMode(1) when finished (thank you Tjheldna)

     

    I still have an issue where the Pick will not recognize my player(the target) for whatever reason so until I fix that my code is similar to this-

    if pickInfo.entity ~= nil then

    move to player

    elseif pickInfo.entity== nil then

    attack player

    end

     

    If the pick recognized my player then I would do

     

    if pickInfo.entity==player then

    attack player

    end

  12. Hi Rick! Thanks for the quick response. Well I made the a sphere that moves to the pick location and it always appears right on the picking entity.

     

    I think Hiding the Picking Entity and raising the Pick Height should solve the problem because it seems the picking entity (or the ground right in front of the picking entity) is blocking the pick from reaching its target currently. I am going to go see if this works in a little while, thanks again!

  13. Hello leadwerks community! I have been trying to find a good way to add Line of Sight to ranged enemies.

     

    At the moment I can get them to attack from a decent range by taking the MonsterAI.lua script from the tutorials and changing the attack range to a higher number.

     

    Now I run into the issue of the enemies being able to attack me when I am behind objects like walls/trees/etc. So I have attempted using the Pick() function but I just can't seem to figure it out.

     

    Can anybody out there point me in the right direction or give me some ideas for how to do this?

    Any help would be much appreciated.

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