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Andr3wHur5t

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Everything posted by Andr3wHur5t

  1. Texture projection it is Thanks everyone for your help
  2. Im basicly trying to make a flashlight for my player, is there another approach that might work? using decals or somthing?
  3. Hi, I am using LE3 with c++. I programmatically made a spotlight which I want it to appear on all surfaces but it only appears to show on non-lightmapped surfaces. I’ve messed with the material settings of the lightmapped surfaces, and the light itself but that didn’t seem to help. Can someone help me out??? Thanks in advanced
  4. That's cool, do you mind if I use this technique for a setting sizing properties on a trigger system?
  5. Alright raknet it is then. Thanks
  6. HI, I am having difficulties finding info on the setup of Netwerks in C++. By setup I mean how it needs to be initialized and terminated, how to connect to a host, and how to send a packet. If someone could point me in the right direction, or give me some information. Any help would be greatly appreciated. Thanks, Andrew
  7. I believe the animated ones are in a different folder, if my memory serves me right they are in the game core folder.
  8. Sence you are using a class we dont want to use a bool because if you make it a public member you still wont have acsess to it in the callback,or if you made it a global you would have to create a system to keep track of wich bool went to which Controller you can eather make a struct and put it in EntityUserData or use EntityKeys I will use EntityKeys this is just off of the top of my head; not sure if will compile. #include "engine.h" #include "Class_Name.h" //Collision Callback void _stdcall Controller_Collision_Callback( TEntity entity0, TEntity entity1, byte* position, byte* normal, byte* force, flt speed){ //if our controller exists if(EntityExists(entity0)==1){ //Set Jump to 1 SetEntityKey(entity0,"Jump","1"); } } //Constructor Class_Name::Class_Name(){ //Create controller TBody Controller = CreateBodyBox(1,2,1); //Set Proproties //Collision type EntityType(Controller,3); //Mass EntityMass(Controller,10); //Set Collision Callback to Controller_Collision_Callback EntityCallback(Controller,(byte*)Controller_Collision_Callback,ENTITYCALLBACK_COLLISION); } //Call this function every time you want to update the controller void Class_Name::Update(){ //Check if Controller Exists if(EntityExists(Controller)){ //Check Jump if(GetEntityKey(Controller,"Jump","NULL")=="1"){ //Make The Controller Jump SetBodyForce(Controller,Vec3(0,100,0)); //Reset the Jump Key SetEntityKey(entity0,"Jump","0"); } } } Class_Name::~Class_Name(){ //Free controller FreeEntity(Controller); }
  9. to add a 2D image to your game you just need to load a texture then draw it //load image texture = LoadTexture("abstract::texture.dds"); //call after each frame renderd { //set blend SetBlend(BLEND_ALPHA); //draw image at position 0,0 that has a width and height of 100 DrawImage(texture,0,0,100,100); //set blend SetBlend(BLEND_NONE); }
  10. Have you tried Free(m); where m is your model/entity?
  11. Hello I was wondering if anyone had explanations, and/or examples on what TFormpoint, TFormPlane and TFormVector do. Thanks in advanced.
  12. open your engine.txt or engine.log file thats in the directory of the evaluation kit then post the contents of it. that can help tell us what is wrong.
  13. only three minor things I would change/add. 1) control options because controls kind of tricky to use for some people. 2) hints to a objective after a period of time of not reaching a objective . 3) move enemy bots away from player when they spawn 4) make sure the player dose not spawn off of a cliff. besides those things your game is awesome,
  14. by default it uses the up ,down, left, right keys not wasd. but the attached script works with wasd and up ,down, left, right keys . driverWASD.lua
  15. It would be nice to have a function that you can put in a rateo for height and with then have your game be in full screen.
  16. Hello, I'm trying to convert Fps creator weapons to work with leadwerks but the converter supplied in tools folder dose not support animated .x meshes, can someone point me in the right direction. Thanks,
  17. Leadweks comes with a lua script that dose some of the things you want; you should start there it is located in the ledwerks folder under scripts then games. reload is resonably simple you could do somthing like this: int iAmmoInClip = 20; int iClip = 2; int iAmmoPerClip = 20; //main loop while( !KeyHit(KEY_ESCAPE) ){ //Checking if we hit the Left mouse button and making sure we have ammo. if(MouseHit(1) && iAmmoInClip > 0){ //Place Shooting code Here iAmmoInClip --; } //if we are out of ammo in our clip auto reload if(iAmmoInClip <= 0 && iClip > 0 ){ iClip --; iAmmoInClip = iAmmoPerClip; } //if we Hit the R key and have a xtra clip reload if(KeyHit(KEY_R) && iClip > 0 ){ iClip --; iAmmoInClip = iAmmoPerClip; } }
  18. Are you talking about a lua script or c++ code?
  19. 5,000-10,000 USD depnding how big a developer you are, i think.but still i think it would be a good option to be able to develop on concsoles.
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