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Lethal Raptor Games

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Everything posted by Lethal Raptor Games

  1. As Josh said in the link, it's the offset from the child entity but it cant be changed once created. Probably best to use a kinematic joint on a pivot. Then parent the picked entity to that pivot. Then set the picked entities global position to that of the pivots + an offset.
  2. What exactly are you trying to do? Are you trying to rotate the entity at the picked position?
  3. https://www.leadwerks.com/community/topic/18966-kinematic-position/?tab=comments#comment-118400 I think the joint is only a constraint, rather than an entity that can be moved.
  4. On the file editing side, if your game is with Steam and someone does manage to edit a file and change the way the game plays, I would think Steam will see that the bits no longer match and your game is in need of an update? Which will reset everything. The multiplier side of is vulnerable.
  5. The best way is to load them outside of the actor class. Then you attach the actor to each loaded zombie entity. If you load them in the Attach function you would have to create a separate object (maybe a pivot) and assign the actor class to that pivot so that the actor functions are called.
  6. You could implement that in the Actor system, but I think why it's not there is because, unless it's a trigger, the collision is over and done with once the objects bounces. It would only return true for an instant and it could be missed.
  7. How does one cheat in a game? If you protect your files and don't provide a console and don't make cheat codes... how can it be done?
  8. VS has a lot of good debugging tools. Personally, despite some of the things that can go wrong with it, I would use it over the internal editor. Welcome How I would go about it is load 100 zombies in an Entity* array. Then assign each entity a ZombieActor class. Inside your ZombieActor class you make it control each entity. E.g. In UpdateWorld() you would check the distance to the player, if the payer is close you make it attack.
  9. I'd say it was VS. A few years ago I had a similar issue. I think how I solved it was I just deleted all the white spaces between the functions and the error was solved. Luckily it wasn't a big class. Another thing I've noticed with VS, sometimes it will say you have an error but it will compile and run fine. I think this is the intellisense kicking the bucket - the only way I've found to fix that is to restart VS.
  10. Yeah you could make an algorithm that gets the size of the object (probably the AABB) and won't let it get too close to the player. You would have to experiment a bit.
  11. Obviously the text editors couldn't see it, but the compiler could.
  12. Unfortunately it wasn't that simple. I don't know how it happens but sometimes the file gets corrupted. I opened the header file in a Hex Editor so I could see every byte of info and found these funny symbols (circled in red). After removing those it compiled fine
  13. Ah sorry it's how I name my class as sometimes I want a class that conflicts with Leadwerks classes. Did it work?
  14. I just got mine to compile... see if they work for you zombie.cpp zombie.h
  15. Yeah if they are being referenced by any headers/source files in the Source directory, then they have to be there too. I just moved all my source and header files to the Solution directory so every time I created a new file through VS I didn't have to manually move it to the Source folder.
  16. I don't get it, it doesn't compile for me either. Maybe there is something wrong with those files somehow. Try deleting the files completely then start again.
  17. You can iterate through them but it may just be easier to setup the collisions with the Leadwerks ones; const int HELDITEM = 10 Collision::SetResponse(COLLISION_PROP, HELDITEM, Collision::Collide); And then just call SetCollsionType() for the heldItem.
  18. Yeah there's not. After setting up those collisions, you then have to assign them to which ever entity you want. E.g. All the boxes you create; SetCollisionType(PROP) On the player; SetCollisionType(CHARACTER) When you right click and pick the object up; HeldItem->SetCollisionType(HELDITEM) When you right click and release the object; HeldItem->SetCollisionType(PROP)
  19. Ah they can be any constant. These are some that come with Leadwerks; const int COLLISION_NONE = 0; const int COLLISION_PROP = 1; const int COLLISION_SCENE = 2; const int COLLISION_CHARACTER = 3; const int COLLISION_TRIGGER = 4; const int COLLISION_DEBRIS = 5; I'd create my own; const int PROP = 10; const int HELDITEM = 11; const int CHARACTER = 12; I think the max number is 100. Based on this variable in PhysicsDriver.h; int collisionresponse[100][100];
  20. Yeah I'll post it. I just had a thought, are you calling #pragma once at the top of your header file? BaseActor.cpp BaseActor.h
  21. If you want to still collide the heldobject with other entities in your scene you may have to set something up like this; Collision::SetResponse(PROP, CHARACTER, Collision::Collide); Collision::SetResponse(PROP, PROP, Collision::Collide); Collision::SetResponse(PROP, HELDITEM, Collision::Collide); Collision::SetResponse(HELDITEM, CHARACTER, Collision::None);
  22. That looks to be the character controller colliding with the box, your setting the target position of the cube which is forcing its way under the controller. Try disabling collision between the prop you grab and the character controller. Collsion::SetResponse(int type1, int type2, int response)
  23. I have had errors like that before, saying I need to insert a semicolon but it has never been the case. Usually there was a semicolon missed somewhere either in the cpp or header files. he only difference I see between my actor code and yours is mine has a private member, and the functions derived from Actor are declared as virtual. class BaseActor : public Actor { private: public: BaseActor(); ~BaseActor(); virtual void UpdateWorld(); }; Not sure if it will make a difference though. virtual void Attach() Single event possible when a script is attached
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