Jump to content

burgelkat

Members
  • Posts

    203
  • Joined

  • Last visited

Everything posted by burgelkat

  1. Solved Edit: directionallight:Release() (But first I have to specify the direcitonallight in the other script)
  2. Hallo, i need some help. I build a Script with release the existing (from scene root) directional light and after this the script created a new one with another light color (evening ambiente). What should I do , so that the light generated by script and by pressing a different scripts , the color changes or the light is also quite released (for night ambiente)? I hope you can follow my question thanks for any help. Edit: directionallight:Release() (But first I have to specify the direcitonallight in the other script)
  3. Hallo, after i crashed Mortifer by my self, i have startet from scratch. But over all it was not so bad. I have a littel performance winning with this. And i learnd a little more in writing scripts. So the scripts increasingly not just copy paste made ​​but also with a little more understanding were created (sorry for my english) Mortifer V0.2 Akt1_V1.0 WASD - Move E - Use Space - Jump It is not finished by far . Akt1_V1.0 - Use the Scoreboard for the first instruction - After you get the certificate, you can use the car or you can play around at the shooting-range Known issues - The Guard wont stop if the meanwhile scene is playing. You have to run after the scenes are played (I dont know (not yet) how i can pause the waypoint script so the guard wont stop for the scenes) -My idea is the weapon to hide and only show at the shooting range, but at this time i have no idea to start with that in the player script. Next Steps: Work on Akt2 And testing a little with Akt3 Some objects are from the workshop . Thank you at this point to everyone who created this . Feedback is welcome!! I hope you have a little fun (Screenshot 1 = Akt 2 ) (Screenshot 2 = Akt3 Bunker-Entry)
  4. After I have my project crashed and there is no chance fully to restore it , I started with Akt1 again new. But after all its not a completly bad thing. I have now the chance to redesign things and rewrite some scripts. So it now looks like , that i probably win a little performance (fps). Also, I have a little busy myself with the theme animations . A soldier can now be shot And i build with more structure (Flowgraph, and also Prefabs)
  5. solved. It was because of the SoldierAI script associated with an certain animation (shooting). Shooting never stops. So i changed self.animationmanager:SetAnimationSequence("Shooting",0.02) to self.animationmanager:SetAnimationSequence("Shooting",0.02,1,1,self,self.EndAttack) then i changed the Script.burstdelay to 2200 now there is time between the shooting sequence for the hide button. whether it is really correct what I did , no idea but it seems to work . (sometimes if i am fast with the button)
  6. Hi, thats my script for the execute to show Script.enabled=true--bool "Enabled" Script.soundfile=""--path "Sound" "Wav Files (*.wav):wav" function Script:Start() if self.soundfile then self.sound = Sound:Load(self.soundfile) end end function Script:Use() if self.enabled then if self.sound then self.entity:EmitSound(self.sound) end self.component:CallOutputs("Use") end end function Script:Enable()--in if self.enabled==false then self.enabled=true self.component:CallOutputs("Enable") self.health=1 end end function Script:Disable()--in if self.enabled then self.enabled=false self.component:CallOutputs("Disable") self.health=0 end end function Script:Release() if self.sound then self.sound:Release() end end -- activate objekt function Script:Show()--in if (self.entity:Hidden()) then self.entity:Show() end end -- deactivate objekt function Script:Hide()--in if not self.entity:Hidden() then self.entity:Hide() end end --> thats the flow graph to your first note, you are right ('entity' table) i deleted it Edit: it appears to have something to do with my soldierAI script . If my soldier is dead, show and hide function with no problem
  7. Hallo, i need a little help. I build a short script for a DummyTarget for the Shooting-Range Script.teamid=2--choice "Team" "Neutral,Good,Bad" Script.health=100--int "Health" entity = {} -- activate objekt function Script:Show()--in if (self.entity:Hidden()) then self.entity:Show() end end -- deactivate objekt function Script:Hide()--in if not self.entity:Hidden() then self.entity:Hide() end end If i Hide the Dummy at the beginning, my soldier is in idle position. If i now show the dummy (with a button or trigger), my soldier begins shooting. thats all fine so far. But if i hide the dummy again. the dummy is shortly hidden then the dummy is again visible by self. What is wrong with my script? Thanks for your help.
  8. Some of my downloads are all in the main folder. Not all Downloads install in the Addon folder
  9. Mhm its an 4096MB Sapphire Radeon R9 290 Vapor-X OC
  10. Mhm ... thats strange.. if i put static shadow on .. i have only 20 fps.. (newest crimson driver) My Akt1 of Projekt Mortifer has only 15 fps if i play it.. i cant look in the debugger mode any longer since the last driver updates because i get an OpenGL error ... I have a sneaking suspicion that something is wrong at my leadwerks installation. I'd put Act 1 for disposal , but the zip file is always damaged during export . anyway.. thanks for looking
  11. Hallo, I'm a little test on the performance of Akt1 . In the small test map I have a loss of 30 fps . Why is this so and what's wrong ? what i have to do differently? and why it is so wrong as I designed it? Many thanks for your help (I hope the attached file funktion) test.rar
  12. Update Akt1_V0.8 WASD - Move E - Use Space - Jump Right Mouse - Weapon Zoom i - Inventory It is not finished by far . Akt1_V0.8 - Use the Scoreboard for the first instruction - After you get the certificate, you can use the car or you can play around at the shooting-range - the inventory has no realy a function. I will use it with a quest where you collect the item for the camping day (tent, flashlight, weapon, first aid...) Known issues - The Guard wont stop if the meanwhile scene is playing. You have to run after the scenes are played - Text-Labels are not all good sized. - The Pistol from the fps Weapon-Pak is not good placed if you zoom in - you shoot if you are in the inventory and click on a item Next Steps: If i have time.. fine tuning in Akt1 .. and begin akt2 Some objects are from the workshop . Thank you at this point to everyone who created this . Feedback is welcome!! I hope you have a little fun greetings
  13. Akt1 V0.8 is published I hope you have a little fun! Please read the description. Akt1 is not yet really ready but playable.
  14. There are two Errors or Problems in Akt1 1. I can only read the text once of "Interactive Sign " (From FlowGUI). If i read another text for example of a second sign and go back to the first sign then it shows me the text of the last sign i read. The same if i change the map 2. If i am dead i can´t go back to the start menue. (i included in my player script if self.alive==true then . . else if (window:KeyHit(Key.Enter)) then -- go back to start menu changemapname="start" end if this is solved i can publish.
  15. I downloaded the fuse model with one animation , i do not use a t formation. only one animation. then after downloading i set a new animation and download it again.. then i can load the animation into the other model. (I hope you understand me )
  16. Akt 1 is Near to the End. There are only a few steps .... Flowgraph can be confusing
  17. I have a similar error . My Game Crashes if i enable the collision in the vegetation tool (at this time only the beach tree ) . If I remove the trees Everything is fine . The same if I disable the Collision. Likewise, everything is fine when I launch the map directly . When I open the map on a Map Start with start menue then comes this error after loading (only if collision enabled). Everything was fine until I 've overwritten FlowGUI with the new update . I think the fault lies there. But why then just affected the vegetation tool is .. no idea
  18. ... also some Live in the city
  19. I´ve been working on my game "Projekt Mortifer". To introduce in the Stroy , I would like to install a few " Meanwhile" scenes . Here it gets even to complications . There are certainly easier ways to build this in , but my programming skills are still limited http://www.leadwerks.com/werkspace/topic/13981-projekt-mortifer/ Should anyone have problems with the download, please just tell . The last upload shows an error. But if i try it out it function.
  20. Update Akt1 V0.5 I got an error message after publishing. But it Looks that the upload is ok. I downloaded it by my self and its function. Loading time is a bit long . Please be patient . While the Meanwhilescene, the guard will walk along. You have to run after him (He patrol along the wall). I will fix it that the Guard stops while the Scene Playing. I hope it function if updated by you
  21. Hello, Thanks for the feedback !! @ Josk .. My idea is also during the tour " Meanwhile... " scenes to build in. Let's see how I get on...
  22. Hi. Update Akt1 0.4 is uploaded. I tested it by my self. It works. Loading Time is a little long. But it works
  23. Hello everybody, after I struggled through me to publish the first steps now ( Just make friends visible does not yet work ) , I would like a little report on what happens next . I am an absolute beginner in the game create and write the scripts ( Lua ) . I watch many tutorials (thanks at this point to AggrorJorn ). Please have therefore little indulgence , if not all the same exciting and smoothly functioning Many used objects / assets will be replaced by me over time . It needs a little time to create these . Also in Blender i am a beginner. But it works better and better . Ok ... enough written My project is called " Project Mortifer " and will play in 3 acts . Act 1 takes place in a military camp . Before you'll released into the weekend still have several tasks to be fulfilled . ....(currently it is still certainly a bit boring because not all scripts work the way I want it) Act 2 plays then the campsite in the countryside . Nearby is a small fishing village / little town and farther away a military outpost . Here goes something not quite as it should ... Act 3 plays then in a bunker complex... I hope I hold it all through ( Programming is only a hobby .. ) So here .. some screenshots from the game. Constructive criticism is welcome . Just like help or ideas to make some changes Updates will be edited Greetings Burgelkat (Wolfgang)
  24. ah i solved it .... i simply used the shader of the ground plants now the leaves of the beech tree weaving..
×
×
  • Create New...