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Defranco

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Everything posted by Defranco

  1. Hey guys; So been learning basic LUA via all the scripts & tutorials provided on youtube, and on this site. And there's a specific thing I'm interested in eventually implementing into my game. I'm curious if its better to arrange for this feature to happen with either LUA, or C++, I have the upgraded standard version, so I believe I can do both. So what I'm interested in having done is: adding a inventory to a packmule donkey NPC (i have the model already) - then I want to make this donkey eventually obtainable in the game, and I want it to be able to follow/unfollow the player when the player wants it do, and then additionally, I want to setup areas where the packmule can't follow the player, like into buildings, etc. So I have extreme limited knowledge of coding right now, but I have faith that I'll be eventually able to do the above. I'm assuming that LUA can handle this; (I'm going to just give a bit of a breakdown of 'how' I think the code would work - mechanical wise) 1) - Create a inventory for the donkey mule; (same as how tutorial #16 & 17 of of project saturn by Jorn Theunissen was done) except calling it something else so it doesn't mix with the player inventory) - Then I'll need some sort of function where if the player uses a hotkey (e) on the donkey, and ensure that the donkey is really the donkey, check also if the donkey is in range, then it would need to display a inventory on the player screen (I'm assuming using a inventory table that the inventory will exist everywhere, but only accessible/shown when the player uses a key on said donkey, and that its in range to be used) 2) - Create a AIscript for the donkey that is "good team" and will follow - unfollow the player when the player uses a certain hotkey. I assume this script will need to have included the check that player is really the player, and that the player is in range of the donkey. - Create within the script that the donkey will then unfollow the player automatically when the donkey has collision with certain invisible collision trigger block. (I assume I will need to make a collision block - invisible - at each area I want to block off the donkey) and use some sort of call or check function to link the donkey AI script together with the collision block. 3) - Create an enable clause that only allows the donkey to do all this only after the player has completed a certain quest. So I'll need to have this donkey start out disabled, and put in an activation function in another quest script? ------------- All in all, I am curious if my train of thought is in the right direction. I would like to start experimenting. I think there's enough in a few of the tutorials for me to get at least one of these functions working, or close to. Let me know what you guys think, if I should be doing it with C++, or LUA. EDIT: Forgot to mention, I'm planning on using Neosis GUI Engine for the GUI & inventory - so I think part of it needs to be C++ if Im not mistaken?
  2. [sOLVED] Good day, I've gotten various models, cave, castle, tunnel, sewer, etc from various different sites. When I put them in my map. They look great in the editor. However, they dont work once the game launches. I've tried playing with all the settings so that it matches the same as a regular block. When the game launches; the object is either just not there, its texture is completely black, and ALL times, the character can just walk right thru it (even when its set to scene). I thought it was a transparancy texture issue, so i put it to many different .mat files that came standard, it didn't fix the issue. I imported various versions, fdk, obj, or mdl back into blender, and re-exported as another file type and tried again. Doing this fixed many of the texture issues (like it appearing black, or it being invisable) but it not fix the issue where the character can just walk thru the mdl in game. Any suggestions?
  3. Whats the best way to provide the game to you? Its quite large.
  4. Good day, I'm wondering what the best option is currently for Leadwerks in regards to "changing zones:. For me, it's not a issue creating 1 gigantic world game map, but can the engine handle it even if its properly optimized? Or, should I be creating 15 or so different smaller maps and link them together using loading screens. My game will implement 2 player optional co-op. My game will require changing zones a lot for quests. My game will use an inventory/item-pickup system So I'll need to implement a save state script for each time a player zones/re-zones and stuff so it keeps the characters progress. Either that or I can just use 1 large world? What are your thoughts with Leadwerks current progression abilities?
  5. Good day, I'm having a issue opening up the newly published mygame.exe file it creates. It's giving me an error Exception_Access_Violation. The file size is 663 MB. This is my 3rd time publishing this same map, the first two times (earlier versions/smaller versions) worked fine. I can still use the other 2 older mygame.exe files from the first 2 times publishing and it gives no error, this time around, I'm getting an error.
  6. Update: I got the hostile create AI script to work. The error was: Script.animation.attack[3]=3 Script.animation.attack[5]=5 I wasn't sure which value was the animation value and what the other one was. It's been changed to: Script.animation.attack[0]=3 Script.animation.attack[1]=5
  7. Thanks Gamecreator, we got the textures to work by following the guide, much appreciated! Thanks, Aggror, we've converted everything to a pivot base organization system, it works well. Thanks!! Thanks Macklebee, it solved the issue for most wall areas affects! much appreciated. I've run across a few more notable things. NevMesh doesn't generate if its turned off on the pivot if floor is attached to the pivot. Took me a bit to figure this one out but got it running as I was typing this up. I've imported a model for a creature and altered some values (in a copied AI script to test) for it to follow the animation of the new model and it seems to be working except for 1 thing. When it lands an attack, it crashes (freezes without error) Almost like it instant-kills, but the values are all so low it cant be. Here's what I've changed in the script; My model has 7 animations: 0 - blank 1 - Stand 2 - run 3 - attack1 4 - attack2 5 - hurt 6 - death --Private values Script.damage=1 Script.attackrange=1.5 Script.updatefrequency=500 Script.lastupdatetime=0 Script.prevtarget=nil Script.animation={} Script.animation.idle=1 Script.animation.run=2 Script.animation.attack={} Script.animation.attack[3]=3 Script.animation.attack[5]=5 Script.animation.death=6 Script.followingtarget=false Script.maxaccel=10 Script.speed=3 Script.lastupdatetargettime=0 Script.attackmode=0 Script.attackbegan=0 Script.sound={} Any help as to what I messed up in the value would be greatly appreciated. Overall I am liking this program, I wish there was more tutorials. I have seen dozens of videos many times already and it really only touches on 10-15% of the overall capabilities.
  8. Good day, After weeks of debating; I've decided to purchase this program and start designing again. I have a background in map creation - not really game creation. I've created dozens of published Counter-strike and other valve maps, some that are used in tournament play in the past. So I'm no stranger to level design. I spent about an hour on the program yesterday doing a test level, and came across some issues. 1) I can't group up objects to combine, or group-moving. This makes it hard to do high level design. For example; in other software I can create a full custom object like a firepit with a cooking grill in 5-10 minutes and combine it into 1 object for easy duplication and moving. However, with Leadwerks, it takes almost 40 minutes and each piece then still needs to be selected to move/copy. The scene tab works great for easy selection once pieces are named. But it still takes a while. 2) Light from light sources seem to leak through walls when using certain camera angles. In this photo shown; I'm behind a double-wall with a light on the other side. (a double wall is because all my rooms contain their own walls, instead of 2 rooms sharing 1 wall. This is typical to provide a leak-proof rendering. 3) I am personally having issues using transparent textures with this program, it seems to loose the transparency during converting from TEX to MAT. Like, a chain-link fence. Shows white or black instead of see-through between the links. Any assistance with this matter would be greatly appreciated. 4) With the 2 other photos I attached; we have a lot of torches; and most the game will contain them. Is there a pre-built way of using a trigger to turn off the fire, smoke, and lighting flicker effect when using the torch? I tried to play with it briefly but only the sound turned off. Do I need to custom script stuff? 5) Is there a way to load up workshop shared textures/prefabs and alter them? It seems to be stuck in the Workshop folder. (Steam version) 6) Is it already setup to allow different footstep audio on different materials, concrete, gass, wood, etc, or does this need to be scripted? Any information is much appreciated. I would like to sort out many of my issues before I bring my whole team on board with 5 other copies. Thanks, I look forward to being a part of the community.
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