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VicToMeyeZR

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Posts posted by VicToMeyeZR

  1. what I was thinking, was a property field called HasInventory. That boolen, dependant on the actual character and game type would set which lua script to handle that actual inventory part. Yes it would be multiple if - thens, but would lessen the time building scenes.

  2. Couldn't you accomplish the same thing, by adding a field to the Character/NPC Object. Then place THAT in the SQLlite file, and if the Character/NPC changes scenes it would persist?

     

    Basically, HasBag == 1 dofile(BagObject)

     

    or something to that effect.

     

    Or even a field in the editor that you could name what inventory item that character has, which would load the Lua.Object file for that item, then add it to the SQLlite file

  3. I don't have that specific issue, but I do keep getting the BSOD, but I also have gotten it with the FC2 Editor and the Crysis Editor. (never in game tho)...

     

    I turned off my XFire(and OC) and have not gotten a BSOD since, so we will see.

  4. Download from here. Run the generator.bmx program in maxide to create the modules inside the .bmx folder. Place those inside the Blitzmax/mod/lugi.mod/generator.mod folder.

     

    Granted that line 'Import lugi.generator' is only needed if you need to create a new 'lua-gluefunctions.bmx' file. If you don't need to make a new one, just use the existing 'lua-gluefunctions.bmx' as-is, and it works just fine for getting lua framework commands to work inside bmax. Just don't forget to set all of your SetScriptObjects.

     

    Module LuGI.Generator

     

    I get a compile error from this line in the generator. I just got BMX so I know idea what I am doing yet. :blink:

  5. Your gfx mode was done by AndfGFX. of course his is still in a lua file, its just in a different lua file, but still hard coded. It really needs to be set at the first load, then written to a CFG file for storage, then if you crash while trying to load the mode you set, you can always manually edit the CFG file, and turn the settings back down again.

  6. ok. I modeled it last night at home. just some questions.

    I could not exactely understand where to place drawers pivot point?

    green one or red?

    Desk_drawer_pivot.jpg

     

    and should I export separate drawers and separate desk with their own .phy files?

    what about LODs?

     

    center of the green is what he asked. <_<

  7. perfect. Thank you rick. Not sure why I was putting LoadMaterial. lol

     

    yes

     

    function DrawOverlay()
    SetBlend(1)
    bottomgui=LoadTexture("abstract::Bottom.dds")
    DrawImage(bottomgui,0,736,1024,32)
    SetBlend(0)
    end
    
    AddHook("Flip",DrawOverlay)
    

     

    ahh, the beginnings of my HUD. <_<

  8. I am trying to find the command to load a 2D image...

     

    I see there is Draw...... for drawing shapes, etc., but if you just want to load a 2D image, how would you do that?

  9. example 2 lua file.

     

    fw=CreateFramewerk()
    

     

    not sure fw is already set in framewerks.lua why you are setting fw to create a new framewerk class?

     

    either way that is bugged.

  10. You could also create a Master AI controller. Like you have a squad of men. the talk to the Squad Commander(which is a separate object) This object controls the men in that squad's behavior, and through the commnuication, you change the settings of that commander, and all the men under him respond accordingly. But the functions of how to walk, run, shoot are all controled by the actual character object, but where to shoot, how to sneak up and plan an attack is controled by the Commander object(Which could also be one character or not a real game object at all).

     

    By doing this you can create the sense of a really smart AI, but really its only one AI, just telling multiple entities how to respond.

  11. I would say continuing to open up the functionality to lua is a good future to look for, but I would stick with C++ with you finite resources, and continue to build on what you have, mean while still opening up to lua.

  12. This is kind of an open ended question for me, because it totally depends on your goal..

     

    I don't think there is a right answer to that, because if you want your characters to be able to carry unlimited then make it unlimited.

     

    I do like using icon slots versus lists though, so that wold be my preference. I personally don't like multi-sized slots; one slot per item, some items stackable, but I would make the "backpack" not unlimited, but each character based on a certain stat would have a set weight they could carry, and at around 80% of that number you can no longer run, and at 101% your walk would be then cut in half. At 150% you would not be able to move anymore. Or something to that effect, but that is just my personal thought on it.

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