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beo6

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Everything posted by beo6

  1. If you used CSG for your box, you might add an empty script to the box so it does not get merged with the rest of CSG.
  2. I think it was a bug in Sublime Text 3. Will try it today again and see if it is fixed.
  3. I encountered a problem after updating to the latest Subime Text 3 version. The issue is with the now by default disabled "atomic_save" method. With atomic_save enabled i was able to modify the scripts while leadwerks was running without any problem. Now whenevery leadwerks is running and i modify a script, Sublime Text gives me an error (saving was still successful) And Leadwerks looses all options inside the Script-Tab. Only a restart of Leadwerks helps there. If i reenable atomic_save it works again. As far as i have understood atomic_save does first saves the modified file into a temporary file, then deletes the original file and renames the temp-file to the original filename to prevent a half-saved file. However that gives trouble with some versioning types and meta-data on some systems which is why it is disabled now by default.
  4. I wouldn't consider me a vet, but you will need to create a script for dialogues. Look here http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/context/contextdrawtext-r731 to see how to draw text on screen. The logic of the dialogue system itself you will need to code yourself since that depends in how it will work in your game.
  5. i think if you set the mass to 0 the physics calculation also stops.
  6. thanks YouGroove, the jump part could be made with multiple cameras i guess. but the other two things might be useful. will look into that.
  7. Coded a Camera Dolly Script for moving a Camera along a Spline path for the Community Project: http://steamcommunity.com/sharedfiles/filedetails/?id=401012514 That can be useful for Tutorial camera moves or cutscenes. (at least i hope so.)
  8. Thanks. and sorry for the late reply. Yes the falling through elevator is fixed. CSG Boxes with mass still float after loading the map but that is not really a problem for me.
  9. Just a guess why that issue comes up every now and then for some users. Is it possible that your steam directory is on your system drive (most of the time drive C) and probably even under program files? By default drive c and it's subfolders are write protected for normal users. So if you start steam as normal user, steam starts leadwerks as normal user and the result is that leadwerks can't write to files. //edit: on when the file is in the user folder it's not this issue.
  10. I think this issue has nothing really to do with Y Values. It just does not correctly work for Character Controllers. That has probably something to do that the Character Controller is not a real newton physics object (at least that is what Josh explained a long time ago if i remember correctly) And only parent objects that are not a character controller get picked by a raycast. In my RTS project i had to parent the model anyway to correctly roate it so i didn´t really noticed that issue.
  11. well. that depends in how he wants to have the flashlight break. If it is timer based or anything a trigger makes not much sence.
  12. Another behaviour i noticed is that the elevator just stops after it moved 3 units up (is it meters?) when nothing collides with it. It has more than enough space around it so it should not collide with anything and get stuck and disabling the joint limits also does not help. Edit: forget about this last issue. seems to be working now. I am not sure anymore. might have been indeed a problem of my script. But the other problem still exists.
  13. that is very simple. If you use the default FPS Player script add an additional variable at the start. For example: Script.flashLightWorking = true then search where the flashlight gets enabled or disabled (Key F) There add a check for that variable when pressing the key. Now if you want the flashlight to stop working just set that variable. For example if you use the flowgraph you can add a function for that: function Script:BreakFlashlight()--in self.flashLightWorking = false self.flashlight:Hide() end
  14. i actually like the leadwerks way for your example texture better. In unity it looks like a single color from a distance. But it does depend on the type of texture if it works or not.
  15. I also don´t like that decision that every object with a mass can be picked up. But you can modify the FPSPlayer script easily so for example only have entities with Collision Type Prop be portable. You can change scene entities with physic then to collision type Scene.
  16. indeed it is. sorry didn´t knew. Works nicely
  17. its not working for me. it gives the error: Failed to load shader "G:/Projekte/Games/Leadwerks/sneakTest//Shaders/PostEffects/00_shaders/_passthrough.shader" when i run it and it is indeed not included in the zip
  18. so the note.lua file does not get published? does any other workshop script does not get published? Is that the only workshop file you use in the project? the note.lua does only get used in the script field of an entity. So it sounds a bit like publishing does not take the script file attached to an entity into account.
  19. I don´t think the note.lua script creates the problem. Or at least it does nothing special that i would consider it that it might. Also if there are other things missing that you use in your game it looks like a general issue. If you publish the game you get a zip-file. Are you able to look into it? You can use 7-zip that is able to open zip files without needing to extract them. I was able to see the files but you can´t extract them without knowing the secret password.
  20. sounds like a file did not got included in the published files. Can you have a look into the zip file if the files exists? (you should be able to see the file-list but since it is encrypted you will not be able to open or extract them.)
  21. you can open the files in an editor of your choice on your own
  22. Since Lights are extended from the Camera class i found the method "DetermineVisibleEntities". Not sure what it does exactly since it is undocumented but maybe it helps? But you will need C++ for it to use.
  23. Hide should work. What is your code? //Edit: here is a short script. Works without any problem. Just connect it in your flowgraph with the default PushButton.lua script. -- activate light function Script:Activate()--in if self.entity:Hidden() then self.entity:Show() self.component:CallOutputs("Activate") end end -- deactivate light function Script:Deactivate()--in if not self.entity:Hidden() then self.entity:Hide() self.component:CallOutputs("Deactivate") end end -- toggle light function Script:Toggle()--in if not self.entity:Hidden() then self:Deactivate() else self:Activate() end end
  24. Hi again. i just played around with it a bit more and compared my script with the platform script of the MyGame example. the only difference so far that might have helped a bit is setting: self.entity:SetGravityMode(false) self.entity:SetCollisionType(Collision.Scene) however it still happens when the player is just walking onto the platform. Not sure if it worked before too with jumping onto the platform If the player jumps onto the platform like in the example map it works as expected. modified script: Elevator.lua
  25. maybe you can use some sort of shader for that? that would also make it independend of the real resolution.
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