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Posts posted by josk
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If you give a model dynamic shadows and then use self.entity:Hide() the shadow is still cast.
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Copied the Shaders folder and it works, knew it was something simple, thanks.
Hidden entities do cast shadows though.
Had to google croc, I think I remember playing a demo,
I have ended up knocking togeather a small demo level by accident just by learning Lua. I will upload after the weekend, not Croc gameplay but I think you might have inspired me.
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Have you gone into the model Editor to set your animation sequence or cant you see the animations in the Editor?
Are your textures in a compatible format and have you generated a mat file? right click on your tex file and click generate mat.
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Sorted it, I noticed the moving platforms were set as Character controller in the properties editor. I changed this to rigid body and know it works as before.
Before the update it worked with character controller.
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I have characters in game that step across a moving platform, after I updated and compiled through Visual Studio the characters now drop through the moving platform.
Did something change with physics that could make this happen?
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Being able to scale your models in the editor in feet/inches or metric is great.
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You need to open up your project in visual studio (even if its a lua project) and compile under debug and release. You should be good to go after that.
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Sorted, studied the code bit by bit and and read the the explanation of the
EnemyAttackForEachEntityInAABBDoCallback(entity,extra)
by Chris Vossen in a past thread, another hurdle is overcome.
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Just trying to understand using functions between Scripts.
Code is taken from Darkness Awaits but cut down a bit.
self:AttackEnemy() is called in the goblin Script.
but I get attempt to index local 'Newplayer' (a nil value)
In Newplayer Script I have
function Script:TakeDamage(damage) if self.Health>0 then self.Health = self.Health - damage end end
in Goblin Script I have
function Script:AttackEnemy(Newplayer) local entitypos = Newplayer.entity:GetPosition(true) local pos = Transform:Point(entitypos.x,entitypos.y,entitypos.z,nil,self.entity) pos = pos * self.entity:GetScale() pos.z = pos.z * -1 if pos.z>0 and pos.z<self.attackRange then if pos.z>math.abs(pos.x) then Newplayer:TakeDamage(10) end end end
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Just scored 240, I was in the Zone.
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Script.mode= "Happy,Angry,Sad,Thoughtful" --choice
Tested it, I think that does it. Docs will need changing.
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3rd one down, I should have looked harder.
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Until Yesterday Recent status Updates you to show on right hand side of the forum. Is their a user setting to move it back?
Nothing major but used to looking at updates while checking the forum. Now have to go to community or Portal.
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Thanks, that works great.
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Script.first = nil--Entity "first"
Is that what your looking for?
Where first is the name of the entity.
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Have tried all 3 and turning gravity off but no luck.
I'm Adding force all the time, think I have this one figured out, will try to sort it out tomorrow.
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In a Lua script i add force to an object, I can change the amount of force but if the object slows down to a stop I cant get it to move again.
as an example in the update Physics bit
if self.speed ==1 then self.entity:AddForce(0,0,1.0,true) end if self.speed ==2 then self.entity:AddForce(0,0,1.5,true) end if self.speed ==3 then self.entity:AddForce(0,0,2.0,true)end
so if the variable ever goes to 1, the object wont move again if you then change the variable 2 or 3.
not done much with Physics so any help appreciated.
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I have moving environmental objects and the navmesh works fine, changing as the blocks move etc.
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A shortcut key like F1 would be good. Right clicking in the asset browser is fine I just have some keys on my keyboard that I want a use for.
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Is there a shortcut key to open the Script Editor?
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Theres a DistanceToPoint command, e.g. self.distone = self.position:DistanceToPoint( self.target5:GetPosition(true) )
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+1 for a sepearate section.
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Maybe the money for the game keep for yourself, and make added content with all proceeds for Charity.
face object mode
in General Discussion
Posted
In the editor its the 2nd button down under File.