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Posts posted by dennis
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I didn't make it just found it and thought I'd share
haha, I know because you mentioned but still kudos, at least for sharing
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wow, sounds very usefull!! kudos man !
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so it does create a smooth tween transition for creating motions
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Okay then. Just a question Gheghe! Didn't even notice that momobile support was gone. Still leadwerks rocks
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will people who bought mobile version get their money back ?
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I really had to, it is fully working now gheghe
but:
in the options.lua
Script.player = nil --entity function Script:LoadData(data) postfx = data.postprocessing AA = data.antialias self.player.script:OptionsLoaded(self) end
and inside fpsplayer:
function Script:OptionsLoaded(options) System:Print(postfx) System:Print(AA) if postfx == 1 then self.camera:AddPostEffect("Shaders/PostEffects/EffectClass/08_PP_bloom+godrays.lua") elseif postfx == 0 then System:Print("post effects off") self.camera:ClearPostEffects() end self.camera:SetMultisampleMode(AA) end
although the multisample mode has some work in progress
but I will fix that
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Thanks rick it works !! I had to change self.postfx to postfx
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As I recall the entities need to have unique names and if you saved some entity in 1 map and want to load it's data in another I think you'd need to have that entity in the other map named exactly the same. So basically make a pivot named OptionsMenu in your other map and put the loading function that's required and set it up. It won't need to have all the functionality that your real OptionsMenu had in your other map, but it's just a placeholder pivot so you can load the data for it. I hope I'm understanding the issue.
Do those scripts even exist on the site anymore? Can't seem to find them. I haven't looked at this in some time so wanted to refresh myself but can't find where it is.
hi rick!
thanks for the answer, the pivot is exactly named the same.
the map which is used to save the data is called: Menu.map all main menu stuff is enlisted there.
the flowgraph shows following:
the map where the data needs to be loaded into is called outside_real.map.
the data gets triggered by an onsceneloaded.lua and has to be loaded for fpsplayer.lua
(for the post effects which is a shader for the camera and also for multisamplemode)
so overall:
- data gets saved using optionsmenu inside menu.map
- data has to be loaded for graphical purpose in outside_real
- the loaded data is used by fpsplayer.lua
- and gets triggered by onsceneloaded
do I also need to post the .map files ?
Cheers
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Hi!
I'm using rick's SaveLoad.lua to save some basic options.
I got the following error:
The error occurs in the line 77 which represents:77 : attempt to index local 'entity' (a nil value)-- be sure to change it's name to what it is in the saved file entity:SetKeyValue("name", entityName)
the pivot carry's the same name, the optionsmenu I used isn't in the map which I want to Load the data in.
the saved values are:
return { -- Table: {1} { ["OptionsMenu"]={2}, }, -- Table: {2} { ["antialias"]=4, ["postprocessing"]=1, }, }
and those I'd want to load in another map than I saved the values with.
Thanks in common.
cheers!
Dennis
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Thanks guys !
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Heya guys,
I was thinking will LE work on microsoft's surface pro 3 i7?
I'm traveling alot, and I often show some demo's or showcases of what I made. So it would be really easy to use.
Cheers,
Dennis
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what pick should I use then?
the target is determined here:
function Script:IsTargetInAttackRange() local pos = self.entity:GetPosition() local targetpos = self.target.entity:GetPosition() if math.abs(targetpos.y-pos.y)<self.attackRange then if pos:xz():DistanceToPoint(targetpos:xz())<self.attackRange then return true end end return false end
and the attack is started here:
elseif self.mode=="attack" then if self.attackbegan~=nil then if t-self.attackbegan>300 then self.attackbegan=nil self.target:Hurt(self.damage) end end local pos = self.entity:GetPosition() local targetpos = self.target.entity:GetPosition() local dx=targetpos.x-pos.x local dz=targetpos.z-pos.z self.entity:AlignToVector(-dx,0,-dz) end
I tried to put the attack before "if self.attackbegin~=nil then"
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it's referring to a distancetopoint, and I am getting attacked! the problem is that I only can stop the attack when I'm out of attack range
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I purchase all my characters and none so far come with a climbing animation, so ladders are out for me. I can do most things in programming or art work but animating charscters is not one of them.
3D models and tex (former dexsoft) is selling models with climbing animations maybe something to check out. at least the new marine packs do so
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Heya guys,
I have a problem with the genericai script from imchaseinyou
It keeps on shooting through walls... How can I fix this?
Thanks in common,
Dennis
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Thanks! Sounds hard to learn, but i'll give it a try
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I have yet to figure this out but will be taking a look at the HUD tutorial made by BluHornet. This guy is pumping out useful tutorials left and right and has done a great job at it. Here is his YouTube Channel
That's a really great channel! Thanks mate!
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Maybe add this to the workshop
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Sounds usefull, where to start making shaders anyway? Could someone please help me with that
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hmm thanks though!
I'm adding some height to my map so I can carve out rivers and such
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it was possible in LE2 @klepto2 it did it before, at least in LE2.3 and 2.5 ..
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Still won't work. it only levels till the "0" point of the grid.
it needs to get below it.
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Hey guys,
I'm designing a huge outside map, which kinda eed to have lower parts in the terrain where for example; rivers can be drawn.
Is it possible to lower the terrain on several parts?
in LE2 you had to use CTRL+mouse button. but how could this be done in LE3.X?
Cheers guys!
Thaks in common
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You are my hero, it works now ! thanks
The Order game art dump
in Game Artwork
Posted
Woow really nice!