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Arska134

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Everything posted by Arska134

  1. So i am trying to make some bulletholes. I made it just like in Leadwerks documents, but i got "Compile error Unable to convert from 'TEntity' to 'TMesh'. am.bullethole:TMesh = CreateDecal(spick.surface, TFormPoint(Vec3(spick.X, spick.Y, spick.Z), Null, spick.entity), 20.0/16.0, 32) EntityParent(am.bullethole , spick.entity, 0) PaintEntity(am.bullethole , LoadMaterial("abstract::fire.mat")) addMesh(am.bullethole, spick.entity) updatemesh(am.bullethole) Error is pointing me to AddMesh line and i understand error, but without addmesh there is no bulletholes. I followed this document: http://www.leadwerks...tle=CreateDecal
  2. Looks like that it's creating new controller, but it isn't creating player model again. I tried to use "FreeEntity(playerModel)", but it still not creating new one when entering game again. I pushen some barrels around in my scene and then tried to go back to main menu and then start new game, but barrels are in place where is pushed them. I am not currently using clearworld() because it crashes the game. If i understand right you said in that thread that when loading new scene it should reset framework too.
  3. My old project works well with these lines: Global fwMenu:TFramework = CreateFramework() If Not fwMenu RuntimeError "Failed to initialize engine." SetScriptObject("fwmenu", fwmenu) My current project gives me: Compile Error Identifier 'SetScriptObject' not found Somebody knows why? EDIT: Okay this problem is solved. Forgot that function...
  4. Hello! I am trying to do menu and game in different scenes, but some problems comes up... For a first boot of game menu loads as it should. I select "Start game" and game itself loads as i should. But when i press ESC (to go back to main menu) it gives me "Null framewerk". I tried to clear all entities from world with "ClearWorld()" function. If KeyHit(KEY_ESCAPE)=True Then clearworld() Goto menu EndIf Game keeps running still. Now i try to select "Start game" and game crashes. Without clearworld() it gets back to game, but player model is invisible and old player model stands there. So how should i reset my game probably?
  5. Yeah. I would prefer real projectiles if i want to have ballistics and stuff. Arma 2 has real projectiles too.
  6. All frames works just fine expect walking animation. I am not animating them separately. This is FPScreator model i think, and it's converted via UU3D
  7. It's converted from .X to .GMF But why it's not flickering in animation viewer?
  8. Another strange problem came up. I used animated model in my project. Animations worked just fine, expect one. Walking animation. Upper body is flickering strangely. Running animation works fine. Flickering is not occuring with gamecreator's Animation Viewer. Any ideas?
  9. I am not parenting them anymore.
  10. Even with maxacceleration of 1, it still flys sky high.
  11. Hmm... when i use maxacceleration 500 zombie launches to another planet straight away. O_O Without that, zombie changes direction pretty slowly. :/
  12. What if controller is parent of zombie model? Still works?
  13. Hello! I need to ask you guys how i can point my controller to facing another. I made zombies in my game with controllers. Is it even good idea? I came up with idea of using controllers, because it's easy to determine if zombie is falling or crouching. But now i have some problems when i am trying to make zombies follow player model. I'll stick with controllers, or something else? Thanks.
  14. And... it's seems to work right after second compilation O_o
  15. Okay, so i almost got daytime syncing working, but another strange problem come up. Here is code: http://paste.servut.us/plain/udrk First player gets and sets up time of the day right, but second player get time of the day, but not set it up, so sky is black and looks like there is no sky at all.
  16. I'll start to debuggin as soon as possible when i have time. If i get solution for this, i will post it. If someone solves this problem before me, let me know solution. That would save me lot of time. Edit: It's now fixed. Huge thanks for Daimour. And there is my another question in first post too. To simplify question: How can i output time of the day from script
  17. Daimour: Looks like we got some progress. Now all players can see each other, but player models are flickering.
  18. Thanks Daimour's help i get some more information about this problem. So problem can be server side too. Here is Dedicated server code: http://paste.servut.us/plain/gu4s Here is some server log: Player Arska134(0) has joined the game! Players on server: 1 Player test(1) has joined the game! Players on server: 2 Player test(0) has disconnected! Players on server: 1 Player test2(2) has joined the game! Players on server: 2 Player Arska134(0) has disconnected! Players on server: 1 Player test2(0) has disconnected! Players on server: 0 As you can see between brackets is player ID and that is different when disconnecting.
  19. Hmm.. i don't even noticed that. But thanks. Problem still exist, help needed.
  20. I think i know what is wrong, but i can't come up with any solution to fix it. So now program knows who is local object and who is remote, but when there is 2 remote objects it thinks those are same... I really really appreciate any help you can give me. I am so out of ideas in this one. :/ I don't even know is the problem in my dedicated server or client side.
  21. This is not quite Leadwerks question, but i hope there is some clever people who can give me some tips to get my code working right. I asked this already in Blitzmax forum, but i can't get answer so i'll try my luck here. So problem is that code works as expected with 2 players, but when third one joins in... Models starts to flickering, because models position changes constantly. Here is multiplayer part of my code: http://pastebin.com/raw.php?i=TSrmvMSF Here is network variable info: remoteobj 0 = PlayerID (player's unique ID) remoteobj 1 = Nickname (player's nickname) remoteobj 2 = X (player's X coord) remoteobj 3 = Y (player's Y coord) remoteobj 4 = Z (player's Z coord) remoteobj 5 = RX (player's pitch) remoteobj 6 = RY (player's roll) remoteobj 7 = RZ (player's yaw) remoteobj 8 = health (player's health) remoteobj 9 = cash (player's cash) remoteobj 10 = flashlight (player's flaslight status) remoteobj 11 = connected (player's connection status) I'll ask another question too. I need to sync daytime with all players. I'am using this script: http://www.leadwerks...y-night-script/ I really appreciate your help. My project is kinda frozen, because of these problems.
  22. Little bit confused with LUA... SetEntityKey( TEntity entity, str keyname, str keyvalue ) So what is "self" entity in LUA script for "TEntity entity". Need to have something like this: SetEntityKey( self entity, "food", "bread" )
  23. So basically i can SetEntityKey() in LUA script in editor and then GetEntityKey() in Blitzmax code?
  24. How i can group one kind of entities? For example items which player is able to pick up. Some kind of prefix in name or something like that. Another question is how can i identify those "items" in my Blitzmax code to be able to pick up them?
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