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Posts posted by Angelwolf
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Halloween work.
Loving this model. What software are you using for these? Blender?
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From what I'm aware, hiding an item does exactly that - it's hidden. Imagine the invisible texture and no collision.
Release would actually remove the object from the world until it's needed again. Releasing an object also stops any scripts running within it, whereas hiding does not.
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It would also be nice to have a 'New Script' button on the scripts tab when an object is selected, rather than just having a Load Script button.
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I'm looking to make my game very similar to first person shooters from the 90s era, such as Doom, Blood and Duke Nukem 3D. I'm wondering if it would be possible to use 2D monster sprites in Leadwerks to help add towards this? If so, how would it be done?
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Thanks for that, i will give it a go next time i work on my game some more!
I did consider that my problem may have been due to some changes in my scripts, but even when starting a brand new project, the issue still remains. Im completely baffled because it seems like its a problem for myself only.
Out of interest, what happens if you stand under a door as it closes? Does it slide you out of the way?
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Thank you for the link. Unfortunately the elevator script doesnt work right off the bat, so ill need to see if i can modify it. But there look like some other great scripts there too.
Can anyone point me in the right direction of having elevator components grouped together, so they all move when the lift is activated? Right now i can only work out how to move an individual item at a time, for example only the elevator floor will move, and leave the safety rails behind.
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I tried it , too. works fine for me but i noticed the player mass is set to 10 . set it to default: 100 , maybe this will help
Thank you for the suggestion. I've just tried this, but it doesn't make a difference
Edit:
I have found that one way to work around this was to make two lifts which act as supports to one large slab.
For example, two bars with one flat slab resting on top of them. Its certainly not an ideal solution, but I can't find any other way to get around it. If anyone can shed any light on this, I'd really appreciate it. It took me over an hour to find the right balance to have the two bar-lifts work, and it'd be much easier if I didn't have to do this every time.
In the tutorial, I noticed that for the lift all the parts were joined together. I have tried to replicate this in my project by dragging and dropping them into each other which works, however when the lift is used, only the item with the script attached to it moves and it leaves the rest of the items behind. How can I change this?
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I've made a quick video to show what I mean.
That's all been recorded by tapping the W key to move forwards. You can see the difference between walking on the 'normal' floor, and the lift. What do you think might be causing this?
I've tried starting a new project and making a new lift - no dice. I've tried using a brand new, un-modified FPS player but that doesn't help either.
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From the feedback, i can only assume there must be a problem with my project. Firebal69, may i ask if you tested with a player movement speed of 7, and tried tapping forwards?
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I have my player set to a move speed of 7, and it's certainly a lot more noticeable that way.
If you stand on the lift and tap forwards a couple of times, you can see how it differs compared to doing the same on a normal path.
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Hello all!
I've had a quick search around but couldn't find the answer to my question, so thought I'd start a thread.
I've made myself a lift and a moving platform using the sliding door code. So far, it works great. The trouble comes when it comes to actually walking on the 'door'. The player feels sticky, without the free, usual 'glidey' movement before stepping onto the platform.
What can I do to remove this 'sticky' movement issue?
Rolly: The Rollable Ball That Rolls To Much
in Showcase
Posted
How do I play this?
I have subscribed in Steam, but not sure how to open it?