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Everything posted by burgelkat
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Solved Edit: directionallight:Release() (But first I have to specify the direcitonallight in the other script)
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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)
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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)
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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)
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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)
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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
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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.
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Some of my downloads are all in the main folder. Not all Downloads install in the Addon folder
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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
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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
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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
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Akt1 V0.8 is published I hope you have a little fun! Please read the description. Akt1 is not yet really ready but playable.
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Only two Errors to solve then i can publish :D Akt1
burgelkat posted a blog entry in burgelkat's Blog
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. -
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 )
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Akt 1 is Near to the End. There are only a few steps .... Flowgraph can be confusing
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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
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... also some Live in the city
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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.
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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
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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...
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Hi. Update Akt1 0.4 is uploaded. I tested it by my self. It works. Loading Time is a little long. But it works
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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)
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Vegetation Leaves are not weaving
burgelkat replied to burgelkat's topic in Leadwerks Engine Bug Reports
ah i solved it .... i simply used the shader of the ground plants now the leaves of the beech tree weaving..