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Posts posted by AggrorJorn
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Interesting site:
http://joshworth.com/dev/pixelspace/pixelspace_solarsystem.html
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I have a chart from +1 year ago. Not sure if it is still valid. This should be updated in the official docs though.
Prop Scene Character Trigger Debris Projectile LineOfSight Prop Collide Collide Collide Trigger Collide Collide None Scene Collide Collide Collide None None Collide Collide Character Collide Collide Collide Trigger None Collide None Trigger Trigger None Trigger None None None None Debris Collide None None None None None None Projectile Collide Collide Collide None None None None LineOfSight None Collide None None None None None Responses Collision.None = 0 Collision.Collide = 1 Collision.Trigger = 4 - 3
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For animation in Leadwerks to work you require bones. Keyframe animation won't work.
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You can, but only on the texture display (little black squares), not in the textboxes.
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Since there aren't specific API calls for that I would assume it takes over from the active font that is set.
*post above beat me to it.
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Well you could use a bool to see if the init has been run
or
the Load function calls the Init/start function.
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And you can't call the Load function after the scene is initialized? Where is the Load function coming from?
one option you can do: when the load function is called, check if the entity has been inited or call the init function yourself.
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Can you share a screenshot of your characters properties.
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When you select the character, go to the physics tab and there you see character rotation angle (or something like it.) Just set it to 180.
I still have a Lua script somewhere that allows full control of the mouse as well. I will send it to you this weekend. It is a lua version of this C++ tutorial:
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I haven't tried that one, but the one from the workshop works by simply attaching it to an entity that has the character controller physics.
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On 6/24/2017 at 7:26 AM, karmacomposer said:
The terrain so it has physics and I can stand on it - and other models don't fall through to oblivion.
Terrain created in the editor, has terrain physics by default.
Do you want things to work out of the box or are you willing to code yourself?
What third person script are you using? Posting a link to the items you are using helps people understanding your problem.
Without seeing the script or even screenshots, we can only guess.
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The language is GLSL but it is not a 1 on 1 copy paste from existing shaders from Maya or shadertoy.
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Have a look at this video around: 5:24 (video is leadwerks 3, but a lot of info still applies)
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Had a quick look: you are not applying the force, you are now setting a position, which is constantly the same.
You either take its current position and add the calculated movement or you add force. In case of adding force:
if (self.window:KeyDown(Key.Up)) then movez= movez + 0.1 end self.entity:AddForce(0,0,movez, false) --the last parameter indicates local
Your forward/backward movement is also inversed.
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In the Entity class API documentation: https://www.leadwerks.com/docs.php?page=API-Reference_Object_Entity, the commands https://www.leadwerks.com/docs?page=API-Reference_Object_Entity_PhysicsSetPosition and https://www.leadwerks.com/docs?page=API-Reference_Object_Entity_PhysicsSetRotation are not listed.
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Try using PhysicsSetPosition and PhysicsSetRotation. When you are in the UpdatePhysics loop, those should be used.
Side note: they are documented commands, but not listed in the entity API. Reported:
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Just a side note that might not have something to do with this:
There is an optimization by default present that looks in the new scene to see if any entities used by the old scene can be moved over instead of being deleted. This works by looking at the reference count. I doubt it would actually move the existing entity with script.
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The materials folder contains some terrain textures.
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Glad you got it working. Dont forget to mark as accepted answer.
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The main lua script creates a window and everything, Since C++ does creates its own window (as far as I can remember) I would expect C++ to have its own menu creation. But that is just guessing, as I haven't tried it yet in C++.
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open the menu.lua script which you can find in the scripts folder. In that script you can find what should happen when the start button is pressed.
Look for this line:
if Map:Load("Maps/start.map")
Change it to the name of your map.
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Open main.lua and comment all the lines using 'gamemenu'
Physics system for car?
in General Discussion
Posted
See the API:https://www.leadwerks.com/learn?page=API-Reference_Object_Vehicle
You can also find some working examples on the workshop. I haven't tried those though.