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AnthonyPython

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Everything posted by AnthonyPython

  1. cool this is better than having jello ragdolls, and death squats , lol
  2. i know a way to remedy this is to use a pick to see if it hits the player, if it hits say a prop or scene or what ever then the damage should be 0. (or if it is a breakable prop apply the damage to the object it picked, that has a keyvalue breakable or something)
  3. you've hit that perfectly , I am finishing my mechanic's in lua, and slowly porting mine to C++ at the same time, I also Highly Recommend FLOWGUI by Aggror
  4. I found this http://stackoverflow.com/questions/19381301/how-to-expose-c-functions-to-a-lua-script which is helpful, but what is your all's opinion on this subject?
  5. Yea I used World instead, anyways though thanks for the cool info Guppy as usual
  6. it's on the steam workshop, it doesn't display them here
  7. ah ok whoa, that is a ton of info on pointer's xD (also btw I did world->Clear(); first but then intellesense wanted me to put &World::Clear; instead, Clearly I know that wasn't correct.)
  8. Intellasense does some strange stuff some times. :/
  9. maybe cause of the turret's with leg's kinda are like the headless bomber's? just robot's with no arm's and a turret for a head
  10. to go into but more explanation of what question I am asking is, why does &World::Clear; work instead of World::Clear; Intelleasense said to put a & in front but why does it not work without a & symbol?
  11. probably could check to see what it picks if it is the player or not, if it isn't then it shouldn't cause damage to the player.
  12. Thanks for the advise rick. I'll definitely look into sqlite3.
  13. as the Titles says it all, is this now easier to do? I know Flexman has a unfinished guide in 2012. but it's still some great info, of course though, that was LE 2.x, and Leadwerks has gotten better. can anyone create such a thing, like specify, the prefabs, what height/width/length. (VIA LUA) and is it possible to have them, saved as a .map without having them being saved in Ricks save/load since that wouldn't be really a good thing. if it is too much to do I'll understand it. but having something like this will increase my work flow of getting puzzles done quicker.
  14. working on my player's model. mostly for promotional art, (except the arms/hands/legs/feet will be used for parkour)
  15. In theory the steam overlay should be available, if it is able to send steam the correct appid that i am in(which it is) being 251810, and so the steam overlay should work, unless it's a prevention on the steamworks for the Leadwerks appid to not actually use the steam overlay.
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