Jump to content

PerEspen00

Members
  • Posts

    55
  • Joined

  • Last visited

Posts posted by PerEspen00

  1. Hi,

     

    I have a keypad in my game but it crashes in a few cases. I have managed to pin point one thing that will cause it to crash, but I think there are more.

     

    Anyway, I've created a world where you can test and see if you can solve it.

     

    Problem 1: If you go in to the keypad, press some buttons, then go out. Then go in again, and press a button, it crashes every time. Not solved.

     

     

     

    Thanks in advance for any help or advice!

     

    Download link: http://www.mediafire.com/file/4h4g3d7tb79tt9e/Keypad123.zip

     

    Controlls: press right or left mouse button to enter the keypad, the camera will now move and the player will be locked. Now you can press with your mouse on the buttons you want to use. Press "E" to get unlocked from the keypad.

  2. Hi

     

    I'm not familiar with the source code for Leadwerks, so I have no idea what's going on.

     

    Anyway, when in play mode, not debug mode, I just crashed. This has never happened before(only when there were logic explanations).

     

    Error message:

     

    Assertion failed: npath < m_maxPath, file ..\..\Source\Libraries\RecastNavigation\DetourCrowd\Source\DetourPathCorridor.cpp, line 506

     

    Since it says navigation it might be worth noting that there were no active enemies using navmesh in the world. Only the player walking around.

     

    I know that this isn't a lot of information to go on, but I can't reproduce the crash to get more information and I thought it would be better to report something instead of nothing.

  3. As the title suggests, when I try to download certain products from the ingame-workshop it doesn't work. I can download free products, but not ones I have bought. I can download DLC I have bought as long as i click on the bottom-corner install button.

     

    Error when clicking on DLC(weirdly enough i can still download it from the bottom-corner button):

    Error: GetFileInfo failed. (15)

     

    Error when clicking on other payed items which cant be downloaded:

    Error: GetFileInfo failed. (9)

     

    I have steam cloud activated.

    I have tried it on multiple projects.

     

    If you need any extra information just ask.

    • Upvote 1
  4. When i push an object(csg burch, 1 mass) with the standard FPS controller in a room with walls it flies out of the room when i push it towards the wall (this happens while carrying it or just pushing it). I mean this is stupid for a game Engine's physic system to not stop. It seems kinda essential, and i dont feel like programming an entire physics system.

     

     

    using swept collision on both every object involved

     

    Im asking for: anyway to fix the above problem or any other solution or idée on a work around!

     

    Thanks

  5. There is some issue with running your code, probarly just me being oblivious

     

    Anyway, so i basically made is so when the player is crouched some things, like vent roofs and such have no collision. And made a pick operation to see if anything was above you so you cant get up, but when they get out of the vent they go flying out of it. Which is kinda a issue

  6. So I'm trying to make my character be able to go through vents which are tight spaces. I tried just making my own crouch function which lowers the camera and the hitbox, which didn't work. So there must be some hidden collision going on. Anyway, I'm using a custom player script, but it has similarities with the standard FPS controller.

     

    So my question is: Is there any hidden collision going on with the character controller?

    And is there anyway to change the collision with it?

  7. I made a helper class with a method AnyKeyDown(). I would loop over all the keys or a specific set like enter, space, escape, etc.

    The downside to this is that Leadwerks now has marked those checked key as used. So if you would check the

    state of a button again in another script, it would return a different value. That why I store the values of every key and use my own functions to check for key down/up.

     

    Maybe this has changed though (haven't used in Le in a while).

     

     

    Hi, I Think you just pin pointed one of my major bugs. When i pick up a weapon in my game, it shoots once. So i made like a timer thing were u can shoot only after 1 second of picking it up. Anyway, is there a way around this?

  8. Well basically i've experienced an issue two times, with two completely diffrent games from two completley diffrent users. And a map dosent load probarly(crash) beacause a sound file is not loaded correctly. An easy fix is to copy the sound file and add it to the rot of the game. But this leaves all the sound files wide open, and you have to run two copies of each sound file in your standalone build.

     

    recreate by publishing a game standalone with sounds and load maps using these sounds. And the bug should happen.

     

    Or i donnu if its a bug or not, but seems kinda stupid if its not, remeber this has happend two times from two diffrent sources

  9. I have closed doors in my game. The player will not go thru them as the door has a mass set to zero.

     

    Im using a joint, which wont open/Close with the door if its 0. if i set it to >0 when its moving and otherwise keep it 0, they will fly through as soon as it starts opening.

     

    Are you not able to check if they collide with the door? then stop them. I'd recommend keeping the 'pick' too... there's probably a quite simple way to make the pick alone detect the door every time, but I just woke up and I'm too lazy to think about the simple math involved... maybe later.

     

    Actully, i redid the pick and now it works 100% of the time so far. Thanks, I'll return if I see them flying again

  10. Quick version: Looking for a way to make my AI check if there is a door infront of them, any suggestions appreciated.

     

     

     

     

    Long version:

    So, I've made a custom Ai script, which basically does a bunch of things. But, when the ai is chasing the player, with entity:follow. Everything works fine till i get to a door. If the door is closed the ai will fly through the door. So I made a pick operation to counter this. It didn't entierly work, code below:

     

    if the mode is "chase" then this happens every frame

    elseif self.AtkMode == "chase" then
    if self.door == nil then -- where i store the door entity if one is found in the pick operation
    -- System:Print("chasin")
    if self:CheckForDoor() == nil then --the below code
    
     self.entity:Follow(self.Target, self.Speed,self.Speed)
    else
     System:Print("door")
     self.entity:Stop()
    end
    else
    self.entity:Stop()
    if self.door.Done == true then --door.Done = true when my sliding door has finished opening
     self.door = nil
    end
    end
    end
    

    Gets called from the above code, this is the pick operation

    function Script:CheckForDoor()
    if((Time:GetCurrent() - self.TimeLastCheck)/1000 > self.TimeBtwChecks) then --basically every frame, not the problem
    self.TimeLastCheck = Time:GetCurrent()
    local pickinfo = PickInfo()
    local a1 = Transform:Point(Vec3(0,150,0), self.entity, nil)
    local a2 = Transform:Point(self.CheckOffsetC, self.entity, nil)
    if self.entity.world:Pick(a1, a2, pickinfo, 0, true, Collision.Debris) then
    System:Print("here1")
    if pickinfo.entity.script ~= nil then
     System:Print("here2")
     if type(pickinfo.entity.script.Toggle) == "function" then
    
     self.door = pickinfo.entity.script
     if pickinfo.entity.script.DoorOpen == false then
     pickinfo.entity.script:Toggle()
     end
     self.LastResultC = true
     return true
     --elseif pickinfo.entity.script.Live == ~= nil then
    
     else
     self.LastResultC = nil
     end
    else
    self.LastResultC = nil
    end
    else
    self.LastResultC = nil
    end
    else
    return self.LastResultC
    end
    return self.LastResultC
    end
    

     

     

    This fixes it, sometimes, but sometimes the pick dosen't find the door or finds something else and then it flys through the door. So this is kinda a bug report bcs entites shouldn't be flying through walls, and a question if there is any way to make this more effecient(and make it work). Got around 6 ai's in my scene.

    The door has 1 mass, navobstacle disabled, scene collision. Uses a slider joint to open.

     

    Similer post but no answer(or they said pick operation which i tried):

    http://www.leadwerks.com/werkspace/topic/14318-my-monsters-can-run-through-walls/

     

     

     

    Another question: sometimes when the ai is chasing me it will stop and start spinning around in a cirkel, this usally happens when i go through a door. They will stop on the other side even though its open and start spinning, as if the path through the open door dosen't exist. This could be a problem with them finding the door or something while its open

  11. I might just be doing things wrong, or there is something i dont know about, then please tell me.

     

    But i recently made a door, which included tons of objects(se pic1)

     

    So when i try to load the door, when in texture locked mode , it works, until i move it, then pic 2 happens

     

    When i load it in texture unlock mode, pic 3 happens , and when i move it pic 4 happens

     

    This has happend to me with other simpler Prefabs,

     

    Recreate by making your own Prefab with materials, then load the Prefab. Dont copy paste

    post-17199-0-17301000-1471095374_thumb.jpg

    post-17199-0-74703300-1471095381_thumb.jpg

    post-17199-0-60361000-1471095386_thumb.jpg

    post-17199-0-86619100-1471095391_thumb.jpg

×
×
  • Create New...