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Jazz

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  1. Jazz

    Level 3

  2. Quick level 1 full play through.
  3. Jazz

    pointentity

    This thread is from 2011. There is no PointEntity anymore, it is Point. self.entity:Point(Entity2) self.entity is the entity the script is attached to.
  4. Did you create a navmesh?
  5. Here's the function for the staff I did in this old video. Offsets were trial and error and need changing for each model. It's called in UpdateWorld() That was my only attempt so there's probably a better way. function Script:AttachWeapon() if self.fingerBone == nil then self.fingerBone = self.entity:FindChild("Bone R Finger11") if self.fingerBone == nil then Debug:Error("Finger bone to attach weapon to not found.") end end local fingerPos = self.fingerBone:GetPosition(true) local fingerRot = self.entity:GetRotation(true) local tscale = self.entity:GetScale() local fPos = Transform:Point(0.01 / tscale.x, .02 / tscale.y, .03 / tscale.z, self.fingerBone, nil) --offset playerInfo[ourID].weaponEntity:SetPosition(fPos.x, fPos.y, fPos.z, true) playerInfo[ourID].weaponEntity:SetRotation(fingerRot.x-23, fingerRot.y, fingerRot.z, true) end
  6. Drawtext is bugged when used with the built in GUI. Looks like a gui redraw issue. The following shows the problem. Hit escape for menu, then click outside the buttons. import("Scripts/Menu.lua") window = Window:Create("example",0,0,800,600) context = Context:Create(window) world = World:Create() light = DirectionalLight:Create() light:SetRotation(45,45,0) camera = Camera:Create() camera:SetPosition(0,0,-3) counter = 1400 toggle = 0 myfont = Font:Load("Fonts/arial.ttf", 16) context:SetFont(myfont) clip = 10 Ammo = 100 local gamemenu = BuildMenu(context) gamemenu.newbutton:SetText("RESUME GAME") window:HideMouse() while window:Closed()==false do if gamemenu:Update()==false then return end if toggle==1 then counter = counter + 10 end if toggle==0 then counter = counter - 10 end if counter>=1400 then toggle = 0 end if counter<=10 then toggle = 1 end if gamemenu:Hidden() then Time:Update() world:Update() end world:Render() context:SetBlendMode(Blend.Alpha) context:SetColor(1,0,0,.5) context:DrawRect(38,30,300,300,1,30) context:SetColor(0,1,1,1) context:DrawText(string.format("Ammo1: "..clip.. " | " ..Ammo), 100, 80) context:SetColor(1,0,0,.5) context:DrawText(string.format("%.0f",counter),38,30,300,300,Text.VCenter+Text.Center) context:SetColor(1,1,1,1) context:DrawText(string.format("Ammo2: "..clip.. " | " ..Ammo), 30, 100, 300, 250, Text.VCenter+Text.Center) context:SetColor(0,1,1,1) context:DrawText(string.format("Ammo3: "..clip.. " | " ..Ammo), 100, 300) context:SetBlendMode(Blend.Solid) context:Sync(true) end
  7. Put that command in your .bat file. It will output it in output.txt
  8. cscdvmp.exe > output.txt Lua Error: [string "/Scripts/Custom Scripts/Menu/MenuFunctions.lua"]:69: attempt to index a nil value
  9. I've had that happen as well as tree shadows appearing where there are no trees.
  10. Still plans for a road tool? SetLayerAlpha/GetLayerAlpha appear to be broken so it can't be done that way.
  11. Here's a compiled version to try. terraintest.rar · 23.58 MB https://www.dropbox.com/s/0wbgdtz1huytp4d/terraintest.rar?dl=0
  12. Not yet. That will be done later.
  13. Testing new camera collision in multiplayer. https://youtu.be/rE215rmE6Gs
  14. Was playing with terrain the other day for fun so I put it in the workshop. It's too bad not all the terrain commands are working/exposed to lua. " terrainCutter.lua Lowers terrain the size of the model/CSG it's attached to. terrainRemove.lua lowers it when you enter the model's AABB then restores it when not in it's AABB. " https://www.leadwerks.com/workshopitem?tags=&queryType=1&fileType=0&fileid=938356115
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