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Blog Comments posted by burgelkat
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thanks Aggror for this hint i think i know where i can do this in the script.
by the way thats the prjectile script:
Script.movespeed=1000 Script.pickradius=0 Script.damage=10 Script.lifetime=20000 Script.enabled=false--bool "Enabled" function Script:Start() self.sound={} self.sound.ricochet={} self.sound.ricochet[1]=Sound:Load("Sound/Weapons/Explosion.wav") self.sound.ricochet[2]=Sound:Load("Sound/Weapons/Explosion.wav") self.sound.ricochet[3]=Sound:Load("Sound/Weapons/Explosion.wav") self.starttime=Time:GetCurrent() self.emitter={} --Debris emitter - This will throw chunks off of walls and make it look like they are breaking self.emitter[0]=Emitter:Create() self.emitter[0]:SetCollisionType(Collision.Prop)--Enables particle bouncing self.emitter[0]:SetMaterial("Materials/Effects/smoke.mat") self.emitter[0]:SetEmissionVolume(0.05,0.05,0.05) self.emitter[0]:SetColor(0.1,0.1,0.1,1) self.emitter[0]:SetVelocity(5.5,15,5.5,1) self.emitter[0]:SetParticleCount(5) self.emitter[0]:SetReleaseQuantity(5) self.emitter[0]:SetMaxScale(0.9) self.emitter[0]:SetDuration(1500) self.emitter[0]:SetAcceleration(0,-12,0) self.emitter[0]:SetLoopMode(false) self.emitter[0]:Hide() --Smoke emitter - This will provide a soft dust effect around bullet impacts self.emitter[1]=Emitter:Create() self.emitter[1]:SetColor(1,1,1,0.25) self.emitter[1]:SetMaterial("Materials/Effects/smoke.mat") self.emitter[1]:SetEmissionVolume(0.1,0.1,0.1) self.emitter[1]:SetVelocity(0.3,0.3,0.3,1) self.emitter[1]:SetParticleCount(8) self.emitter[1]:SetReleaseQuantity(3) self.emitter[1]:SetMaxScale(15) self.emitter[1]:SetDuration(3800) self.emitter[1]:AddScaleControlPoint(0,0.5) self.emitter[1]:AddScaleControlPoint(1,1) self.emitter[1]:SetRotationSpeed(10) self.emitter[1]:SetLoopMode(false) self.emitter[1]:Hide() --Smoke emitter - This will provide a soft dust effect around bullet impacts self.emitter[2]=Emitter:Create() self.emitter[2]:SetColor(1,1,1,0.25) self.emitter[2]:SetMaterial("Prefabs/Effects/Explosion/explosion.mat") self.emitter[2]:SetEmissionVolume(0.1,0.1,0.1) self.emitter[2]:SetVelocity(0.3,0.3,0.3,1) self.emitter[2]:SetParticleCount(1) self.emitter[2]:SetReleaseQuantity(1) self.emitter[2]:SetMaxScale(25) self.emitter[2]:SetDuration(2500) self.emitter[2]:AddScaleControlPoint(0,0.5) self.emitter[2]:AddScaleControlPoint(1,1) --self.emitter[2]:SetRotationSpeed(10) self.emitter[2]:SetLoopMode(false) self.emitter[2]:Hide() end function Script:Enable()--in if self.enabled==false then self.enabled=true end end function Script:FindScriptedParent(entity,func) while entity~=nil do if entity.script then if type(entity.script[func])=="function" then return entity end end entity = entity:GetParent() end return nil end function Script:UpdateWorld() if self.enabled==false then return end if self.entity:Hidden() then return end local pickinfo=PickInfo() local pos = self.entity:GetPosition(true) local targetpos = Transform:Point(0,0,self.movespeed/60.0 * Time:GetSpeed(),self.entity,nil) local result = self.entity.world:Pick(pos,targetpos,pickinfo,self.pickradius,true,Collision.Projectile) if result then local enemy = self:FindScriptedParent(pickinfo.entity,"Hurt") if enemy then if self.owner then --if self.owner.teamid==enemy.script.teamid then -- result=false --end end if result then if enemy.script.health>0 then enemy.script:Hurt(self.damage,self.owner) end end end if result then self:Explode() --Bullet mark decal local mtl local scale = 2 if enemy~=nil then mtl = Material:Load("Materials/Decals/wound.mat") scale = 0.1 else if pickinfo.surface~=nil then local pickedmaterial = pickinfo.surface:GetMaterial() if pickedmaterial~=nil then rendermode = pickedmaterial:GetDecalMode() end end mtl = Material:Load("Materials/Decals/BombCrater.mat") end local decal = Decal:Create(mtl) decal:AlignToVector(pickinfo.normal,2) decal:Turn(0,0,Math:Random(0,360)) decal:SetScript("Scripts/Objects/Effects/BulletMark.lua") if mtl~=nil then mtl:Release() end decal:SetPosition(pickinfo.position) decal:SetParent(pickinfo.entity) --Apply global scaling local mat = decal:GetMatrix() mat[0] = mat[0]:Normalize() * scale mat[1] = mat[1]:Normalize() * scale mat[2] = mat[2]:Normalize() * scale decal:SetMatrix(mat) decal:EmitSound(self.sound.ricochet[math.random(#self.sound.ricochet)],30) self.entity:Release() else self.entity:SetPosition(targetpos) end else self.entity:SetPosition(targetpos) end if Time:GetCurrent()-self.starttime>self.lifetime then self.entity:Release() end end function Script:Explode() self.emitter[0]:Show() self.emitter[0]:SetPosition(self.entity:GetPosition(true)) self.emitter[0]:Reset() self.emitter[0]:Play() self.emitter[1]:Show() self.emitter[1]:Reset() self.emitter[1]:SetPosition(self.entity:GetPosition(true)) self.emitter[1]:Play() self.emitter[2]:Show() self.emitter[2]:Reset() self.emitter[2]:SetPosition(self.entity:GetPosition(true)) self.emitter[2]:Play() end
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thanks josh .. thats true i am not great at 2D design. I should better stay with the simple one.
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i updated my project. i bind more objects in blender together and importet it to LW. This allowed me to reduce batches.In addition, I changed some camera settings, so the FPS has increased.But for the FPS break, I currently have really no solution.
The scenes now have to be displayed as they are. otherwise I will not continue in my project. There is, of course, a solution in the further course.
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mhm (there is no crash by me) but
GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
Not all framebuffer attachment points are framebuffer
attachment complete. This means that at least one
attachment point with a renderbuffer or texture
attached has its attached object no longer in existence
or has an attached image with a width or height of
zero, or the color attachment point has a
non-color-renderable image attached, or the
depth attachment point has a non-depth-renderable
image attached, or the stencil attachment point has a
non-stencil-renderable image attached.
Color-renderable formats include GL_RGBA4,
GL_RGB5_A1, and
GL_RGB565.
GL_DEPTH_COMPONENT16 is the only
depth-renderable format.
GL_STENCIL_INDEX8 is the only
stencil-renderable format.
i have to look at the models.. i think there is something.. and this is and this could be the reason for the short frame break at this point as well
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can you look at the "log" from the game launcher and post me the error? thx
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https://steamcommunity.com/sharedfiles/filedetails/?id=1154407899
above the link to the Workshop
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Delited
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Great Giana Sister? (C64 my first computer) omg i am old
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Mortifer in Game Launcher:
2016-06-15 17:05:54 - Mortifer Akt1
Frames: 18042 - Time: 607515ms - Avg: 29.698 - Min: 0 - Max: 150
2016-06-15 17:19:55 - Mortifer Akt2
Frames: 20014 - Time: 614171ms - Avg: 32.587 - Min: 14 - Max: 86
If i play it through. I think its not so bad. Ok i will look if i can do something.
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mhm lt. fraps:
2016-06-13 21:57:43 -Mortifer
Frames: 4138 - Time: 148437ms - Avg: 27.877 - Min: 15 - Max: 41
Building Turret AI: Part 2
in Development Blog
A blog by Josh in General
Posted
Sorry for the question in this old post
this script search every near entity is this right?
If i use this on my mortar then it shoots also the merc soldier and not only enemy (player) so i have to change the „turretSearchHook“ is this right?