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Posts posted by Angelwolf
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It's been amazing to see, so far, just how much everyone has come along with making their games for Leadwerks.
Every time I see a new game that people are working on, I'm more and more impressed - most recently with the work of Jen and Burglekat. I think it's safe to say that the quality of games in the launcher are getting better as not only the engine develops, but as we - developers - also improve ourselves. I'm really looking forward to seeing what people release for this years' Halloween tournament.
Great work everyone. Loving the community more and more every project!
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I've managed to get some kind of weird bug in my game.
When the player finishes Map1 and moves onto Map2 via the MapChange trigger, the game loads up the next map just fine. However, as soon as the player fires his weapon, the game crashes out.
I've tried using different weapons, using a spawn script for the fps player etc but this seems to happen every time. The odd thing is that if loading Map2 from the editor itself and doing a test run, it works flawlessly. It only seems to happen when changing from Map1 to any other map, so I can only assume it's an issue somewhere in that map.
Any ideas at all?
There's no debug or anything to say there's something wrong with the code, it just errors out with Game.exe has stopped working
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Thank you for your reply, I was still running into issues using the code you gave me, however you put me on the right path and I now have it working.
Thank you so much!
Script.ammoamount=6 --int "Ammo Amount" function Script:Collision(entity, position, normal, speed) if entity.script~= nil and entity.script.player ~= nil then --Check if colliding entity is the player if entity.script.weapons[1].ammo< entity.script.weapons[1].maxammo then entity.script.weapons[1].ammo= entity.script.weapons[1].ammo + self.ammoamount self.entity:Release() end end end function Script:Use(player) if player.weapons[1].ammo<player.weapons[1].maxammo then player.weapons[1].ammo= player.weapons[1].ammo + self.ammoamount self.entity:Release() end end
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I'm trying to make a simple script whereby the player can collect ammo for his weapon.
function Script:Use(player) if player.weapons[1].ammo<player.weapons[1].maxammo then player.weapons[1].ammo= player.weapons[1].ammo + self.ammoamount end end
This works but the player must look at the item and 'use' it for it to activate. When I try to turn this into a collision script, it doesn't work.
Can anyone help me adjust this so that it will give the player ammo on collision?
This was hacked up, edited and simplified from Haydenmango's old script from 2014. My weapon script has a variable of maxammo. It works on 'use' but for the life of me, I cannot translate it to collision.
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I found the solution to this.
It was crashing because there is no default check in the SoldierAI script to ensure that there is a sound attached for when the model fires. Adding a sound or commenting the line that calls the sound prevents this error.
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Moar Quake!
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Is anyone experiencing problems downloading from the workshop?
I can download any DLC I have purchased, but I cannot download anything directly from the browser (and this includes the Merc model which I paid for - but doesn't show as DLC, just a paid download). It looks as though it starts downloading, however the download bar just doesn't budge.
Example:
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On 9/26/2017 at 1:49 AM, Firebringer4 said:
heres an idea i bet the comunity would love, so make a gun script, and this script should include the damage, fire rate, amount of mags, and ammo in each mag... kinda like how you can modify the fps player values without actually getting into the coding itself..
This is already in Leadwerks. It's called FPSGun.lua in the scripts directory of your project
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I'm having a play about with the SoldierAI script and trying to get it working with a model to fire a projectile.
Model has an animation called 'Fire'
Projectile Prefab is 'tracer.pfb'
I've added a pivot named 'muzzle' to the model.
When testing, as soon as the model shoots, the game crashes out with a 'Program has stopped responding' error.
I've also tried renaming a limb in the model (via the scene) to muzzle and deleting the pivot, but the issue remains. What am I missing?
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13 hours ago, Josh said:
https://youtu.be/Ft5EjqPa5xw
I will see what I can do about automating that.
Awesome video! I have an idea for a new monster. Set the crawler material to be invisible, but still cast a shadow so all you see is his shadow,
That's a pretty good idea! I might try that out
1 hour ago, Josh said:When I post that same link I get an automatic embed.
I'm clueless as to why it isn't working for me. Perhaps there's a setting in the forum somewhere I've fiddled with at some point in time.
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Having played a bunch of Quake lately, and as some of you may already know - I have a passion for classic 90's shooters, I decided to have a little play about and see if I could make anything Quake-esque. And I think I did!
Having so much fun with this I think I'll actually try and make a decent project out of it.
(Can't remember how to embed YouTube videos... could anyone remind me?)
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14 hours ago, Thirsty Panther said:
Here is a couple of Youtube videos that I found helpful with Lua.
Aggror Project OLED
Brian Burton this one is not LW specific but he explains thing very well.
Thanks Panther!
I didn't know about the first link... the Project Saturn one has helped me out a number of times but this looks great too!
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On 7/6/2017 at 9:45 PM, Thirsty Panther said:
Looking good.
I dont know if it is just my screen but I think you could make the scene a little darker if your going for the "scary" vibe.
Like the door animation between rooms. Different.
Hmm, I'm not sure. It's already kind of dark on mine but I've changed the global lighting down a squidge just in case!
Edit: New screenie!
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13 minutes ago, macklebee said:
Understand. I always refer to these sites when I want to double check anything lua:
Thank you for these, they do look a little intimidating though - but perhaps that's because I'm not too sure what I should have been looking for. I did try to look at the Leadwerks references but I didn't realise elseif was the correct syntax as opposed to else if.
But I'll know for next time!
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Just now, macklebee said:
ok - and you also managed to omit what exactly the problem is... in your non-psuedo code, what exactly is it not doing? It would help if we knew that or saw the actual code.
There was no actual code at the time. I had tried a number of different ways of trying to achieve what I was looking for before I posted.
But despite this, you managed to give me something that worked right off the bat (with a few minor little changes).From what I can tell, I was kind of close to working it out. Your code is a lot neater than mine, coding is definitely not a strong point of mine. I often know what I'm trying to do, but cannot quite seem to get it in the correct syntax.
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3 minutes ago, macklebee said:
is this psuedo-code? or are you asking why it is not working?
if health>=1 and health <25 then hudText = "Critical" elseif health>=25 and health<50 then hudtext = "Caution" elseif health>=50 and health<75 then hudText = "Injured" elseif health>=75 then hudText = "Fine" end
This also works brilliantly, thank you.
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It's psuedo, sorry, should have mentioned. I re-wrote the entire post and managed to omit that part!
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I'm wondering if anyone can tell me how to display the player health as a string as opposed to a number.
In my game, I'd like to have 4 stages of health.
Fine is between 75 and 100 health.
Injured is between 50 and 74 health.
Caution is between 25 and 49 health.
Critical is between 1 and 24 health.For this I'm considering the following code which I am adding into the FPSplayer script:
if self.health >1 and <24 then hudText = "Critical" else if self.health >25 and <49 then hudtext = "Caution" else if self.health >50 and <74 then hudText = "Injured" else if self.health >74 and <100 then hudText = "Fine" end end end end local x = 0 local y = context:GetHeight() - fontHeight context:DrawText(hudText, x, y)
I know I'm doing something wrong, and I'm sure there's probably a better way of doing this. But could anyone please help?
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I've made a small video of what I have so far. Feel free to check it out!
https://www.youtube.com/embed/kis1PnBCnEU
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11 hours ago, jen said:
I miss the gallery on top of the forums. That was a cool feature.
At the risk of de-railing, I loved the gallery too. Yeah, sometimes it was filled with landscape screenshots, but occasionally there'd be an image there I'd want to click on because it was interesting and inspiring.
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I'll be honest - I like the Leadwerks Game Launcher - at least the older one which seemed to work okay. I'm in agreement with jen about charging for it, though. The games are often prototypes or tests and I think users might be a little upset if they spent money to use it. At the same time I can see why it could be seen as, well, not worthwhile.
I'd be very happy with any outcome so long as there's a place we can easily publish our games to (ideally from within Leadwerks - to whichever portal!) with perhaps a little database or gallery of published games.
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Thank you again, Christian, that's exactly what I was looking for!
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It's been a long time. I mentioned in another thread that I haven't used LE for quite some time. My laptop died and I've not managed to get my files back from the HDD so I have started over on this project using new techniques and skills I have learned from competitions since, as well as using some of the new features added to the engine.
It's now all being handled within a single world so far as per advice from many moons ago!
New WIPs(es?!):
Nightmare Prism
in Showcase
Posted
Nightmare Prism
An entry for the Halloween 2017 Game Jam
Nightmare Prism is a shameless Quake clone. Since buying Leadwerks, I've wanted to make something in the style of the id Software titles of the 90's - a special time in gaming for me.
Much like the id Software titles - Nightmare Prism has a very basic story. Data-Dyne Technologies (HQ is in an old castle with advanced laboratories beneath) have researched and, to a degree of success, managed to build their own teleportation systems. Teleportation is finally possible, but powered through a Crystal Prism. The downside? The Crystal Prism has some kind of demonic force attached to it: Not only does the Prism give the teleport pads the unique power they need to operate, but it also provides a gateway for vile, blood thirsty creatures to cross from their world into ours.
All the scientists and researchers are dead, blah blah, you're the one marine left who can save the day!
Have fun!
Download is here:
Standalone (Itch.io)
Workshop (Not working correctly)
Video:
Pics: