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AggrorJorn

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Everything posted by AggrorJorn

  1. It has been a while, but I believe you can use the 1,2 and 3 keys to switch between transform, rotate and scale.
  2. Try setting the same color as when drawing the FPS. You currently draw with an almost black color.
  3. If we can do that on a separate thread/async, that would be great.
  4. I am curiously awaiting the demo. Would it be feasible to have a build in loadingprogress percentage?
  5. He means the steam beta branch. Simply select it from the beta tab in the steam client (no password needed).
  6. @Josh I would add this information to the documentation. You can also use your earned account credit to purchase new items in the leadwerks marketplace:
  7. The easiest approach would be to have some sort of boolean (for instance InventoryOpen or playerMovementLocked) that stores whether the inventory is open. If it is open, the player controller should not update (or at least not the mouse updating).
  8. As you figured out already. Your controller update code needs to check whether the player is not paused or in the inventory. Otherwise you will reset the mouse position to the center of the screen. A simple boolean would suffice.
  9. How expensive is this operation?
  10. Don't you just hate it when you stand in the shade, and all the sudden you got yourself a console application.
  11. I didn't even know penumbra was an actual English word. I thought it was just the name of the games.
  12. AggrorJorn

    Multiple Shadows

    Keep up the good work Josh. Really fascinating to see your progress.
  13. You can look for a child pivot called UI position that your attach via the editor. If you open the model in the model editor, you can see if the model has a head bone in place. If so you can just look for that child entity and gets is position. Another way is just a float value that you add per character which is an offset to the characters position.
  14. There are a lot of cool model packs. Really tempting not to buy all kinds of stuff that I do not need.
  15. So you load the model, set the script, and mass and physics type are set. And your medkit falls down when you start the game? If you run your game in debug mode and debug physics (I think you have to press P or F1) to toggle, does your entity have a physics shape? Does that differ from a medkit that is loaded via the editor?
  16. And can you access the scripta variables? Is the collision type set? Is the mass set?
  17. I mean the script you use to load in the medkit in to your scene. If you load the model of the medpack, you need to set the script yourself. Once you have spawned the medpack, can you access any variable in it? if not than that would mean there is no script attached to it.
  18. Some feedback: When viewing categories, can you show a price tag? Also sorting on price would fit common webshop capabilities:
  19. For animated characters I would add a mandatory list of animations that the character has.
  20. Can you show the script? Are loading in the prefab or the model via script?
  21. Note that the pickinfo object needs to be created before you do a pick. local pickInfo = Pickinfo() if world:Pick( posPivote.x, posPivote.y, posPivote.z, posCamara.x, posCamara.y, posCamara.z, pickInfo, 0, true ) then System:Print(pickInfo.position) end
  22. If you still want to use FlowGui, there is a small wiki: https://bitbucket.org/Aggror/flowgui/wiki/GUI Manager here is how a minimal example would work: import flowGui somewhere in your main.lua create a flowGui manager create a gui element and add it to the manager. (styles are not even needed to get a ui element to work. ) Remember that FlowGui is no longer being developed and that is there is an official Leadwerks ui that has been released.
  23. Pickmode 0 ignores picking. https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_SetPickMode
  24. You could also do a simple test to see which script is loaded first. Place this in the start function of the scripts you use. System:Print("Script start from " .. self.entity:GetKeyValue("name"))
  25. We are getting closer. So for some reason the Flowgui manager is empty in your script. Is it referenced in your countdown script? Instead of linking in the flowGUI manager, you can also create it by script. Note that you only need 1 flowguiManager. So you would either place it in main.lua or you have to make sure it is made only once. self.flowGUIManager = FlowGUI_Manager:Create(Window:GetCurrent(), Context:GetCurrent() )
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