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Yue

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Everything posted by Yue

  1. I am trying to understand how positioning sound works in the world. The idea is that a fire source produces a sound that it is burning. But for some reason it doesn't work. I only hear the left earphone and it doesn't seem to be related to the entity causing that sound. I attach the sound file. Fire.wav
  2. The entry point is not found, but apparently the compilation is correct.
  3. Yue

    Astrocuco

    Not Signal on Sandstorm.
  4. @aiaf Thanks You. In Colombia they say it is 100 dollars in exchange for peso to dollar is usually too expensive for me. And they say that they keep 30% commission, but that they are refundable when I sell a specific amount. What other viable option is there, in epics gtames I don't know if they charge, but the percentage is much lower.
  5. How is the process of uploading a game to steam? How much do I have to pay?
  6. Is there any way to implement that the user through graphic options activate the shadows on the rocks or set the drawing distance of those rocks? All this in order to have optimization settings.
  7. Yue

    Astrocuco

    Now the player can collect electronic components and EPO that is stored in the inventory in a certain amount, when he dies the inventory is reset and these components appear again.
  8. Solved. Function Script:UpdateWorld() -- Here variable change + 1. if self.collisionEpo == true then self.collisionEpo = false self.Inv.script:AddEpo() end if self.entity:GetKeyValue("name") == "KitHealth" then self.entity:Turn(0,0,2) elseif self.entity:GetKeyValue("name") == "Epo" then self.entity:Turn(1,1,1) end if player.script.ragdoll == true and self.dead == false then self.dead = true end if self.dead == true and player.script.ragdoll == false then self.entity:Show() self.dead=false if self.entity:GetKeyValue("name") =="Epo" then self.Inv.script:ResetEpo() end end end
  9. have five items that are added to the inventory. These items become invisible. But if the character dies, his inventory is emptied and those five items have to be made visible again to the player. The idea is to target those five items and make them all visible. I was thinking of something like a ForEach.
  10. Ok, solved Here. Thanks YOu. -################################################## --# Proyecto : Astrocuco --# Scripter : Yue Rexie. --# Sitio Web : https://www.iris3dgames.xyz --# Fichero : Element.lua --################################################## --# Notas : Fichero enganchado a la entidad --# en contexto. --################################################## import("Scripts/Game/Sounds/CSound.lua") Script.element = 0 --choice "Element" "Oxygen, Health, Stamine" Script.state = 1 --choice "State" "Damage, Recovery, Inven" -- Pendiente. function Script:Start() self.Hud = World:GetCurrent():FindEntity("Hud") if self.element == 0 then self.sOxygen = CSound:Create("RecoveryOxygen") self.sOxygen:SetLoopMode(false) self.sOxygen:SetVolume(0.15) end if self.element == 1 then self.sRelief = CSound:Create("Relief") self.sRelief:SetLoopMode(false) self.sRelief:SetVolume(0.15) end if self.element == 2 then self.pickUp = CSound:Create("Cremallera") self.pickUp:SetLoopMode(false) self.pickUp:SetVolume(0.5) self.Inv = World:GetCurrent():FindEntity("Inventario") end self.collisionEpo = false end function Script:Collision(entity, position, normal, speed) if entity:GetKeyValue("name") == "Yue" then if self.element == 0 then self.entity:Hide() self.Hud.script:ResetOxygen() if self.Hud.script.gOxygen == 1 then self.sOxygen:Play() end elseif self.element == 1 then if self.Hud.script.gLife < 128 then self.entity:Hide() self.Hud.script:ResetLife() if self.Hud.script.gLife < 120 then self.sRelief:Play() end end elseif self.element == 2 then if self.Inv.script.Inv:GetEpo() < 5 then self.entity:Hide() self.pickUp:Play() self.collisionEpo = true end end end end function Script:UpdateWorld() -- Here variable change + 1. if self.collisionEpo == true then self.collisionEpo = false self.Inv.script:AddEpo() end if self.entity:GetKeyValue("name") == "KitHealth" then self.entity:Turn(0,0,2) elseif self.entity:GetKeyValue("name") == "Epo" then self.entity:Turn(1,1,1) end end
  11. Yes, what happens is that if I hide it, it takes a while to disappear and the variable instead of increasing a value to 1 increases 2 or 3 values. variableItem = 0 Collision variableItem = variableItem + 1 But the result is not 1, but 2 or 3. I'm thinking of doing it outside the collider function with a fla
  12. How can I do so that the code is not replicated inside the collision scrip. What happens is that I have to increment an inventory variable each time it takes a new element. Then the variable must rise from 0 ( it doesn't have the item ) to 1 when it takes that item. But what happens is that it goes to number 2.
  13. I have simplified this to two lines of code. The error appears on collision.
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