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ZioRed

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Everything posted by ZioRed

  1. Agree. I would execute in sequence all the same events except if one of them contains "new function" instead of "function", in that case only the "new function" should be executed, perhaps a bit annoying to implement but that should be a more flexible way. Or let the developer to use a function to add an event handler in an event pool.
  2. ZioRed

    Zero Hour

    Curious to start
  3. ZioRed

    C# SVN

    New version 1.32.4 released (fixed bug in Controller constructor declarations). Please update your wrapper.
  4. ZioRed

    C# SVN

    You are passing Entity.Null instead of Entity.NullPointer EDIT: however is not only that the problem, I'll investigate EDIT2: ok found the problem, the most full Controller constructor overrides the default one and causes this problem in VB (in C# it didn't happened). The wrapper has been updated and this issue is fixed with 1.32.4
  5. Issue bumped, manual positioning is really frustrating since I have to fill a huge terrain.
  6. When I move a model in the scene to a position higher than the terrain and then set "Align to Terrain" to "True", the change works and the object is now aligned to the terrain, but if I save and reload the scene then the object is again not aligned (but it re-aligns if I open its properties and click APPLY). Am I doing something wrong? Someone else has the same issue?
  7. ZioRed

    C# SVN

    Mates, I could also agree with your args but we absolutely need a repository where who wants can join and update the wrapper (and ASAP I do when something is reported) since the engine currently doesn't natively support .NET. We could move to XP-Dev, they offer a free private hosting plan, it's a bit annoying for Ad-banners spawned all over but it's free and has the almost same tools as the others. The C# team works on SVN and release only the DLL in the Downloads section of LE site.
  8. I haven't tried but it may be you have not installed the Platform SDK which I think contains "GL/gl.h" ?
  9. "Framework" is the LEO version of TFramework and have all the methods and properties, since TFramework is only a pointer I think.
  10. I wrote GetEntityUserData because Shard's code does not seem to be LEO: the "body" variable is declared as TBody and not Body
  11. This works, I'm writing a template for C# projects (annoying to manually copy wrapper and LE files), I can send it to you as soon as finished
  12. Glad to help, I would prefer too the OOP way against the old way of a global variable I grabbed them from the Leadwerks forum PNG and C# exe icon (using IcoFX)
  13. I tried now, the ProjectWizard forgets to add reference to engine.cpp in the "LEO VS2008 ***" templates
  14. May be useful to show a preview of the vegetation model currently selected in the tree when you create/modify a vegetation layer, to remember all the names of the models is really a pain and I have many different models.
  15. Cannot you do the inverse? That is: add a Level variable and an Activate method in the Trigger class and then if you can call an ActivateTriggerCallback method on Level variable passing "this" from Trigger.Activate() Or also you could create a struct with Trigger and Level to pass to SetEntityUserData instead of trigger only.
  16. ZioRed

    .NET Headers

    New version released: 1.32.3
  17. Fixed in 1.32.3, please update your wrapper from SVN or download the new DLL.
  18. ZioRed

    Onclick event

    I don't know what you are doing or what you want to do, I only explained a scenario sample of handling click on a mesh There's no difference about adding the models at runtime or in the editor. If you add them in the editor then you can check "name" with GetEntityKey since you should know what are the names or however you can use LUA scripting for your clickable models in which are set a custom property which you will check against with GetEntityKey.
  19. ZioRed

    Onclick event

    In my game I have an array of characters which have a slot number and a mesh in its properties, so in the selection screen I initialize the characters meshes and set the relative slot number (SetEntitiKey(characterMesh, "slot", slot_number)), so after the pick call I check the "slot" key of the entity to know what character has been clicked (I set mouse visible for that).
  20. Someone else was asking something like this, that is the creation of plugins for the editor, but this feature is not present atm (it would be nice).
  21. I have uploaded it again and now the download starts, may be I forgot to attach the file and only uploaded screenshot
  22. EDIT: file uploaded again, now the download works.
  23. ZioRed

    Onclick event

    TCamera mycam = CreateCamera(); TPick mypick; TEntity myent; if (MouseDown()) { if (CameraPick(mypick, mycam, Vec3(MouseX(),MouseY(),1000))) { //Do something when the mesh GetPicked myent = mypick.entity; EntityColor(myent, Vec4(1,0,0,0)); } } To know what entity has been picked you can check a key previously stored with GetEntityKey(). I would filter the CameraPick for a specific CollisionType which you need (you can also specify a pickfilter callback for more advanced filtering).
  24. ZioRed

    Onclick event

    That is the code using LEO objects
  25. I wrote this little tool just because was bored to manually rename every model (I bought a Dexsoft pack, tens of trees to convert and rename), so I agree with this request too. May be nice if we can have the same ability as vegetation to fill an area with multiple istances of the objects as a brush to quickly fill the scene (the creation of villages or an area full of NPCs would be really quick).
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