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awgsknite

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Everything posted by awgsknite

  1. ok i tried to use the no child idea and from my fpsplayer I added a pivot as a child(drag and drop) that has my gui on it and from it(child) I am calling to another script's function(fpsplayer function) to create a prefab infront of the player. But each time the player moves, the prefab is placed in a different place and never where the setposition was set(directly infront of the fpsplayer) so im stuck and cannot place my prefab directly infront of the camera
  2. I also have this happening in my game. From my fpsplayer I added a pivot as a child(drag and drop) that has my gui on it and from it(child) I am calling to another script's function(fpsplayer function) to create a prefab infront of the player. But each time the player moves, the prefab is placed in a different place and never where the setposition was set(directly infront of the fpsplayer)
  3. this problem seems to be the same problem or bug as this : http://www.leadwerks.com/werkspace/topic/11950-aligntovector-entity-childs-not-aligned/#entry87421 im going to try to put this script on the fps player that is no child and see what happens but how do i call a function from a diff. script ?
  4. This bug you found is probably the reason why my parent model from a child does not work either : http://www.leadwerks.com/werkspace/topic/12037-parent-to-center/#entry87418 prefabs appear in all sorts of places on mine as the player moves
  5. Thanks but that didnt work it just does the same thing. I couldnt make that code the exact same as what you have there cos it kept saying error at setposition. Heres the code : local playerPos = self.entity:GetPosition() -- Set the object's position, using global coordinates modelview:SetPosition(playerPos.x, playerPos.y, playerPos.z, true) modelview:SetScale(100,100,100) modelview:SetParent(player) I guess what im looking for is getting the center of the screen instead which would be a completely different code Unless it's because this script is attached to the child of the player that is a pivot.Then what do i do ?
  6. i went down to 48 subbed and now they are finally installing
  7. How about anyone else ? Can you sub to more than 50 and download them ? Probably not
  8. I got it to work finally ! I read somewhere on these forums or the steam forums a while back that there is a limit of subbing to 50 or less workshop items. So i tried it by subbing only to 49 workshop items and now all of which i choose to install actually do now ! Mabye you could fix this workshop subscription limit ?
  9. and then maybe set it back on after impact or gravity off ?
  10. you could addforce when the ball hits : http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entityaddforce-r156 or setomega: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitysetomega-r823 or something that is here that starts with the word Entity in this list : http://www.leadwerks.com/werkspace/page/documentation/_/index/
  11. Does that mean every time we want to test or see our game played we have to use the standalone game player and there is no more green little play button in the editor ? Does that include the debug button as well ?
  12. I'm using the FPSPlayer that has the player variable in it. so player is a charactercontroller
  13. but it is an FPS game. So isn't the camera already parent to the player and isn't the player the camera ?
  14. Okay i bean trying to do this all day and i have to ask now since it has taken too much time already. How do i put an object infront of my fps player while it is parent ? Here is what works so far: set inside FPSPlayer.lua.. local modelview = Prefab:Load("Prefabs/modelofmodels.pfb") modelview:SetPosition(0,2,2) modelview:SetParent(player) yeah so those 3 lines puts the prefab model near the player if the player is near the position of 0,0,0 the x,y,z....it really should not be used to center anything in the middle of the screen 'cos it don't. It just parents the model to the player if you set the object to trigger and prop with no collision as i found out. If you set it to have collision and/or mass then you got it falling or dissappearing. Also if the player moves around and then the parent is set the model sometimes appears in some other odd place like right behind you ! Anyways, i bean trying diff. codes and they all dont work for me to get it to the center of screen and parented at the same time. I tried GetMousePosition() code and it did not recognize it amongst other bizarre code. LoL. I even troid to use the camera code: modelview:SetPosition(camera:GetPosition()) but then it didn't know what camera is ! Then i tried to get player.camera and it didnt know that ! etc.. etc. etc.. Can anyone help this LE noob out ? Thanks in advance
  15. +1 Who wants to hear boots clomping on concrete as the player walks through water ? and why would you want to hear boots clomping on concrete as you walk on gravel or snow, etc.. ? Is there a way to do this already ? 'cos i have not played with sounds yet with LE
  16. I got this error saying that at 271 has a nil value when trying to change to a new level using the FPSweapons addon using the TriggerChangeMap.lua on an object to change levels to fix it put this code to replace the code that dont work there: put this here near that line 271 error in the fpsmeleeweapon.lua and then it works changing levels: function Script:Release() if self.emitter~= nil then self.emitter[0]:Release() --self.emitter[1]:Release() end self.emitter=nil ReleaseTableObjects(self.sound) end it just needed the if not nil statement there that someone forgot to put in (fpsweapons addon)
  17. Thanks ! But how do I do that then so I don't have to keep buying animations from mixamo ?
  18. like i said b4 it is the only one out of all my assets that dont show up in the files. I have many workshop files included in my game. prefab car, crates, etc.. to name a few. All my other entities are using script files also but they are not from the workshop. So maybe all workshop script files attached to entities do not get published ? This note.lua is the only workshop script file im currently using in my game atm. Im stil building/ prototyping/ testing and do not have many things in my game atm also. I mainly have FlowGUI and my amazing inventory of whatnots along with a menusystem
  19. Thanks ! I got it to work ! I just had to get the free locomotion pack onto the character off the mixamo site and from there i added the simpleanimation.lua to it and set it to 0 in the sequence in the editor basically doing what josk said in that link you gave : and also remember to put all the textures and mat files along with the mdl file into a new named folder you create into the characters folder where the crawler folder is ! and bang ! your all set !
  20. nvm, i got it to work ! I just had to get the free locomotion pack onto the character off the mixamo site and from there i added the simpleanimation.lua to it and set it to 0 in the sequence in the editor basically doing what josk said : and also remember to put all the textures and mat files along with the mdl file into a new named folder you create into the characters folder where the crawler folder is ! and bang ! your all set !
  21. @FoxMulder : Hey can you share your info on how you got them to work ? I'm stuck with my animations from Fuse that are looking like piles of meat wiggling ! pic below:
  22. Thanks Rastar ! I'll try that stuff they talked about in that topic link you gave and see what happens !
  23. Has anyone tried to get an fbx made with Mixamo's Fuse Character Animator program and have it work in LE ? I just tried it and the model imported but the animations don't work. I then loaded animation from the crawler model and it started to animate but the character was like squashed and had it's legs sticking out and it looked like a pile of meat wiggling. How to i get this Fuse to work with LE ? anyone ? Thanks screenee below:
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