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Haydenmango

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Everything posted by Haydenmango

  1. Scripts- Everything but App.lua and Error.lua can be deleted. You may want to hold onto AnimationManager.lua(keep this if you are using animations), GetEntityNeighbors.lua, CollisionTrigger.lua, and ReleaseTableObjects.lua as they are useful but for an empty project you may delete them. Sound-Everything can be deleted. Models-Everything can be deleted. (Keep the folder "Models/Characters/Generic" if you are using the character controller) Shaders-All PostEffects can be removed. (just delete PostEffects folder) Prefabs-delete everything. Materials(this gets a bit tricky)-- --do not delete these folders-- Common Developer Effects Fonts Icons Sky(keep this if you don't want to delete the skybox texture) delete everything else. Maps- delete all That is what I do. I never tried deleting the whole Materials folder but if it works it works.
  2. got a decent video of the behaviour- https://www.youtube.com/watch?v=2llLKBVmbVw I should add I started taking the video right after I clicked on "New Script" in the window with my scripts.
  3. @Einlander-Strange I am using the leadwerks beta game client, launched from steam(windows 7) and I am getting this issue. see my post above for pics. @Admin It does seem this only happens at the start and end of the game and while it doesn't cause to much lag for me it is definitely strange. Also this problem seemed to start as soon as I updated steam; I was on leadwerks right before the steam update using the same map and it was not doing this.
  4. @josk I had a great time playing this! It took me two tries before I understood that you are shooting shapes at the moving shapes and that you choose the type of shape that you shoot by clicking on the floating shapes. Once I figured that all out this game became really fun. Regarding french keyboard--you could just make it left and right arrows instead of A and D.
  5. You are not alone. This started happening to me when I was working on my new map today. Pictures - https://www.dropbox.com/sc/v94tszjtcbjqiry/9k-_0s17vn this wasn't happening yesterday. steam indie version (beta) windows 7
  6. yes that is what I am experiencing. When I try to create a new script and the Rename window pops up I have only clicked cancel so I am not sure what happens if I don't click cancel and actually rename the script. I don't know if that part matters but I will test it if I get the chance later.
  7. if it happens again I will record a video and send in my computer info along with the video.
  8. Yep sounds exactly the same, thanks for the links. Sorry for reposting a known problem.
  9. 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.
  10. Thanks for trying out the game josk! 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!
  11. 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! 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!
  12. Very nice YouGroove! The models and scenery are very cool and the gameplay was pretty nostalgic for me (even though I'm only 19). http://www.leadwerks.com/werkspace/files/file/525-underwater-asteroids-minigame/ This will be my mini game of the month! It is based off of the 2d game Asteroids. There are some extra features that were not in the original Asteroids and high score messages!!! Have fun everyone and let me know what you think.
  13. Keep in mind you have to create the model and the animations in a different program such as Blender. Once you have a model with animations I would look to the tutorial Aggror posted.
  14. wow.... so I set Move(self.move,false) and it works! I wasn't moving in local space. Sorry about that and thanks for the responses everyone!
  15. 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.
  16. yeah a simple Entity:Forward(entity,amount) would be nice.
  17. 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().
  18. 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.
  19. 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!
  20. If I come up with something clever I may participate. This is a cool idea, it will be interesting to see what people come up with!
  21. 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
  22. 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.
  23. 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
  24. 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
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