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CangoJoe

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Posts posted by CangoJoe

  1. Heyas,

    Should Script:Collision be able to detect if something has spawned inside of a defined trigger area?

    I'm using a rectangular CSG with CollisionType:Trigger to define an a trigger area. I want to detect when another CSG (Collisiontype: Prop) spawns inside the trigger area but seems to fail in that regard. Does the spawning CSG need speed (momentum) to be detected?

    Thanks in advance!

     

  2. 3 hours ago, Josh said:

    Try entity->SetElasticity(2.0); //experiment with this value

    Wow that worked out better than I expected! They're bouncing around like Mexican jumping beans now. Just need to find the best value now.

    Thanks for pointing that property out :)

    • Like 3
    • Upvote 1
  3. 12 hours ago, SpiderPig said:

    You may need to change friction values and lower the mass.

    Seems using decimal mass values less than 1 improved the bounciness of the balls. I adjusted the value to .1 and the balls bounce around more instead of dropping like lead weights. I'll spare you the animation for now and post the game when its in a playable state. :)

    Thanks for your help!

  4. Heyas,

    So I'm making this simple pachinko game.

    pachinko.thumb.jpg.876770b77b3a40432e0af970ea9a4735.jpg

    The basic gameplay is that balls will fall down hitting pins and occasionally triggering scoring areas that award more balls.

    All the balls and pins are CSGs with, Physics Mode: Rigid Body and Collision type: Prop.

    Right now the balls fall, hit the pins and simply roll off.

    Is there a way to adjust the physics properties of the pins and/or balls to get the balls to bounce a bit more when they hit the pins? Or perhaps the change the gravity of the balls?

    Thanks in advance!

    -can

     

  5. Ahhh ok,

    That's good to know, I didn't even realize what those files were for especially since they don't show up in the editor. Perhaps it could be pointed out somewhere, like the files updated popup that appears when the update is complete?

    Regardless, you can probably close this suggestion since it's already been addressed.

    Thanks

    -can

  6. It would be extremely useful if the update process could detect user modified default scripts and back them up instead of overwriting them. This especially applies to Main.lua where its common to hold global variables during map transitions among other things. Backup scripts would give users something to refer to if the update breaks their project. At the very least, I propose that updates always copy all the old default scripts into a backup folder somewhere regardless if they've been modified or not.

    oops.gif.12de413ea2ce832ddc3f3e46c5bfd452.gif

  7. 12 hours ago, tipforeveryone said:

    Thanks, but I mean How to use database in Leadwerks :D just dont know where to start. I have bunch of weapons and want to store their parameters (rate of fire, model path ...) to a database, any kind of database.

    Talking about CSV files, how can I use them ?

    CSV files are great for small amounts of data, but flexible enough to be used in large games as well. I've seen them used in several major titles -  Armed Assault (Operation Flashpoint) used it to contain unit/weapon data among other things.

    Here's some instructions on how to create a CSV file - it's really easy:

    https://www.computerhope.com/issues/ch001356.htm

    And here's a Lua code sample that shows how to insert data from a CSV file into a table and vice-versa:

    http://nocurve.com/2014/03/05/simple-csv-read-and-write-using-lua/

    CSVs make a good stepping stone towards learning and using SQL DBs but, I haven't tried using LUA and SQL together 'yet' to make any good tutorial recommendations.

     

     

    • Thanks 1
  8. Depending on how much data you plan to handle, have you considered CSV files? It's pretty much a fancy text file that has been formatted with commas.

    It's kind of a poor mans database solution, but at least you won't need any external libraries or apps to read and write data, plus you can always import the data to a SQL database in the future if need be.

    There's lots of tutorials and code samples readily available around the web.

     

  9. On 3/7/2018 at 7:55 PM, tipforeveryone said:

    there are only 16 bones, It still can be reduced but I think it is ok. my frame per second is acceptable ;)

    I'm using 2 of these flags and I haven't encountered any performance issues either.

     

    (7000th post! Do I win a prize? :D )

    • Like 2
    • Upvote 1
  10. 4 hours ago, F飞飞F said:

    这样的发动机的许多中国人,但中国一些不懂英语。(Translation: Many Chinese like this engine, but some in China do not understand English)

     

    Hello,

    Per Josh (Leadwerks Engine Owner) Unicode UTF-8 for international characters will most likely be supported in Leadwerks 5. See the following link below for more information.

     

  11. Alrighty thanks,

    Hopefully you can retrofit Unicode into LE4 :)

    I did manage to display Japanese characters in a roundabout way though, but it takes a bit of finagling to implement it.

    In a nutshell, Windows Paint 3D lets you export Unicode text into an FBX file, then one could load all the .mdl files into a table and display them as needed. Not as optimal as DrawText but it works.

  12. Hello

    Is there anyway to use DrawText with Japanese characters? When I cut and paste Japanese text into the editor it turns into question marks (???).  I think I may already know the answer but figured I'd ask in case there's something I may have overlooked.

    Thanks in advance!

    -can

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