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FoxMulder

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Posts posted by FoxMulder

  1. Hello everyone,

    I was working on a premade LUA script of FPS and I found flashlight script, really nice wink.png

     

    However I can't make it work in my personal project. I used this part of the script which is completely correct:

     

    --Flashlight
    if window:KeyHit(Key.F) then
    self.sound.flashlight:Play()
    if self.flashlight:Hidden() then
    self.flashlight:Show()
    else
    self.flashlight:Hide()
    end
    end
    

     

    The flashlight works, the sound is correctly played, however when I hit again the F key the flashlight doesn't turn off but the light becomes brighter and brighter.

     

    Before

    post-12445-0-48725300-1420284641_thumb.jpg

     

    After

    post-12445-0-90342900-1420284687_thumb.jpg

     

     

    What am I missing ?

     

    Thank you again for your precious support !

  2. Hello everyone,

    I'm a newcomer to Lua and Leadwerks.

    I have imported a premade animated model into Leadwerks in FBX format.

    It works perfectly however I can't find any reference about activate animations through LUA scripting.

    E.g. I would like to make a character walking forward on W KeyHit.

     

    All tutorials I've found till now are about C++.. :(

     

    Can anyone help me?

  3. Hello everyone,

    I've got a problem using a Mixamo animated model in Leadwerks.

    The model is correctly exported in FBX and after imported in Leadwerks, however the engine can't find the textures and the animations don't work..

     

    I'm using a TPS template and the character stays still in T position, even if it is correctly moving forward and backword on my key input.

     

    How can I activate the animations using key input?

     

    Thank you !

  4. Hello everybody,

    I've got some problem finding vegetation system in Leadwerk 3.2. I tried to find this tool on terrain options but I didn't find anything...

     

    It depends on my LE version (I've Indie Version) ?

     

    Thank you !

  5. Hello there,

    I've another question: I've used many sound in my Leadwerks project, mostly applied to objects (door, barrels, etc.). When I tried to apply a sound to a pivot, the preview freezes on a white screen and no sound is present.

     

    I've tried with other wav files in the folders and they works... What can be the problem ?

     

    I attach you the save preset I use for the .wav file:

     

    44100Hz Mono - 16 bit

     

    I've tried with lower bitrate too without results. Is there a particular config to save a playable sound ?

     

    Thank you again !

  6. Hello again, I tried the project. It's really nice... however - I don't know why - whenever I collide with the columns, two pieces of the column disappear suddenly and I find them behind me, collapsing... Is there something I can adjust in lua script ?

     

    Thank you !

  7. Hi macklebee,

    thank you for the answer ! I'll try and I'll let you know !

    However, when a shape is really complex, I think it's impossible to recreate simply primitive structure...

    Do you think there're some plugin could be useful in this case ?

     

    Thank you again !

  8. Hello there,

    I'm working with Leadwerks in these days and I think it's a really good game engine.

    However - as I've seen in other post here - there are some problems not importing the fbx files but apply them the collision physics.

    For example, I've created a house in 3ds max, I've exported it in FBX then I imported in Leadwerks in Prefab directory.

    Then I used collision type Scene and checked Nav obstacle. The problem is that the collision take a great area, more than the real size of the house. In addition, I can't give to the model a selective collision type (e.g. windows vs walls). When I apply the collision it affects the whole model.

     

    Anyone can help me ?

     

    Thank you and have a nice day !

  9. Hello everyone,

    I was wondering if it's possible to implement destruction physics in Leadwerks. Most of the game engine has this kind of physics already integrated. Is it already available and I didn't find it out ? Or it will be a future implementation ?

     

    Thank you !

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