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Angelwolf

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Everything posted by Angelwolf

  1. I think another option is to save the tube as prefab and reimport as one item,.
  2. function Script:UpdateWorld() self.entity:Turn(0,0,1) end You could try that instead of the motor script. Taken from the tutorial page.
  3. Im so glad I took a gamble with my Leadwerks purchase. It's such a great, fun platform to use with a nice, friendly community to help with any bumps along the way. Will I ever be a AAA game dev? Unlikely. Do I want to be? Not really. Leadwerks is fun, like a hobby, and I love to be creative with it and share my work. I'm glad to be a member of this community and would love to see it continue to grow.
  4. Loving LE4, for the most part, but I'm not a big fan of the new script editor window. Always wants to be on top and it doesnt let me edit a script and save it as a different name (alwsys tries to save the new script as a shader rather than .lua). Is there/will there be an option to revert back to the old script editor?
  5. Angelwolf

    House

    Working on a new room at the moment. Does anyone have any ideas how I can make weapons global?
  6. Would there be any chance of a creation kit or character generator so the models can be customised? Similar to MakeHuman or Fuse, for example.
  7. Angelwolf

    House

    Havent worked on this for a while given Christmas shopping, new job and new PS4 games. But my next step will be to make equipped weapons transfer from one room to the next. Im assuming this can be achieved in a similar way to my player heath using global variables, but Im yet to find a way to actually get this working.
  8. This might seem cheeky, but will you also be adding an AI script for enemies that use guns instead of melee? Model looks great, I'm impressed.
  9. Out of interest, will LE 4 be backwards compatible with LE 3 projects, and will LE 3 owners get any kind of discount on the purchase of LE 4 when it comes around?
  10. Angelwolf

    House

    Basic title screen added and a new room - the main entrance hall. The entrance hall is connected to the green hallway that I'm sure you have already seen. Also added some creepy music and slightly changed the way in which the Sword Key door works. Given the zombie character pack is on sale, I decided to pick it up. Had a play around with the stock ai script to make them more zombie like. Added one zombie into Sword Key room for testing purposes.
  11. Angelwolf

    House

    Thank you for your feedback. I'll definitely keep this in mind if load times are becoming a problem as the game develops. This is what I love about the Leadwerks community: genuine, constructive feedback from Leadwerks devs on the same level. And Josh, naturally, lol.
  12. Angelwolf

    House

    This isnt a feature I considered previously, but might perhaps use as development continues. Out of interest, how much of a pause are you seeing between rooms? Should be a second or two as thats the way I made the door sequences, but shouldnt be much longer than that. Thought that many miniature load sequences would be nicer than one really big one, but I could be mistaken. I quite like the suspense when waiting for the next are to load.
  13. Angelwolf

    House

    A new map for each room means I will not be restricted in the layout of the house. I can make a room but Have the option to easily change its geographical location in the future without much further hassle than simply changing where a door transition goes to. Sound should be constant, not just when looking at a door. I haven't noticed this before, is it happening to anyone else too?
  14. Played through, I liked it, didn't have trouble with the buttons other than trying to work out which ones to press in which order (which is the idea, I think).
  15. Angelwolf

    House

    Yes, essentially each room is its own level. Global variables are used to store specific details about interactions the player has made to help continuity between room changes (eg, if an item has already been collected, it won't reappear even if the room is reloaded)
  16. Angelwolf

    House

    Ok, so I amended Main.lua to get rid of the auto-fullscreen thing I always have a habit of leaving on. I've also added an extra door in the main hall way. To get it, the player will need to find the key. At the moment, this is more of a test to try and create a locked door, I doubt the room will remain the same as development continues, but you never know! The key isn't too difficult to find right now. I won't give spoilers now, but if you really can't find it then message me and I'll tell you. Not quite sure that would work so well.... unless I distorted it?
  17. Angelwolf

    House

    Forgot to replace the fullscreen option in main.lua before publishing, so might need to untick the fullscreen option before running. Will try to update and republish later.
  18. Angelwolf

    House

    Well, OK. I'll publish it. I'll put a disclaimer on there so people don't think they're getting anything other than a lump of Work in Progress. If anyone does try it out, please let me know your thoughts, suggestions and comments .
  19. Angelwolf

    House

    I really don't think that there's enough there to warrant publishing yet. Literally three rooms connected by two doors. For progress though, the empty room has become a bathroom and the door has changed to wood, rather than the makeshift paint texture before. Added some new sound effects and managed to enhance the spawning script so it includes rotating the player to the correct direction. Bathroom work in progress
  20. Ok, I have it worked out thanks to the ProjectSaturn youtube tutorial! I needed my script to manipulate the FPSPlayer script, using 'script.camRotation'. Setting this to the pivot rotation worked.
  21. Thank you for your reply, but trying to spawn the player using the pivot's rotation doesn't seem to work. Here's my spawning code: Script.MaxSpawn = 1 --Max spawn level (keep as 1!) FPSPlayer = "Prefabs/Player/FPSPlayer.pfb" --Load the model for the player Script.Target = nil --entity Script.Target2 = nil --entity Script.Target3 = nil --entity function Script:Start() self.counter = 0 --Set spawn count to 0 end function Script:UpdatePhysics() if self.counter >= self.MaxSpawn then return end --Check to see if player is already spawned local player = Prefab:Load(FPSPlayer) --Load the player model declared at the top if Portal == 1 then --Check for flag to determine where player should spawn player:SetPosition(self.Target:GetPosition()) --Set spawn location to pivot 1 player:SetRotation(self.Target:GetRotation()) --Set spawn rotation to pivot 1 self.counter = self.counter + 1 --Tell the script that player has spawned end if Portal == 2 then --Check for flag to determine where player should spawn player:SetPosition(self.Target2:GetPosition()) --Set spawn location to pivot 2 player:SetRotation(self.Target2:GetRotation()) --Set spawn rotation to pivot 2 self.counter = self.counter + 1 --Tell the script that player has spawned end if Portal == 3 then --Check for flag to determine where player should spawn player:SetPosition(self.Target3:GetPosition()) --Set spawn location to pivot 3 player:SetRotation(self.Target3:GetRotation()) --Set spawn rotation to pivot 3 self.counter = self.counter + 1 --Tell the script that player has spawned end end
  22. Im happy for feedback in the Halloween Tournament thread here, if that helps?
  23. Angelwolf

    Spawning

    I've made a script that will spawn the player in certain places, pending the value of a particular varible. For ease of use, I am using pivots as targets for the spawner. Although I can get the spawner to spawn the player in the right location, I cant seem to get the player's rotation to face the correct direction. How can I make it so the player spawns pointing in a specific direction? Rotating the target pivot doesn't work. For info, the spawner spawns the FPSplayer prefab.
  24. Angelwolf

    Windows 10?

    There are options but youll need to search for them. Theyre not in the most obvious places from what I remember. Turn off Cortana for starters, if privacy is a concern.
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