Jump to content

Andy Gilbert

Members
  • Posts

    533
  • Joined

  • Last visited

Everything posted by Andy Gilbert

  1. In the docs it says for GetPointVelocity This function gets entity's velocity at a specific point, in global or local space. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/getpointvelocity-r758 But then doesnt mention it in the syntax or parameters and ive tried it and it causes an error in the function? So is there a paremeter for local and global? Thanks Andy
  2. I'm reposting this as the admin response doesn't really correspond to the bug. I am referring to parenting models then attatching scripts. Not just movements in the editor. But I can no longer reply to my original thread so I'm reposting... When you parent an object in the editor all works fine, in the editor. But if you attatch a script to move the parent or child only the one you set to move atually moves, the parent or child does not. BUT if you parent a model to a camera, then attatch a script to the camera that moves it, the child moves too. So it works for some but not for others? Which one should it be? Thread-> http://www.leadwerks.com/werkspace/topic/7198-parenting-in-editor/ Andy
  3. Just parent the camera to the cube and give it an offset. Andy
  4. Simply adding the force to the cube (car) using AddForce in local coordinates will do this. I have a very simple car setup using forces and drag, but if you simply want to apply a force and keep its rotation then do what your doing alredy apply a force but not global. To turn the cube use addTorque. Don't use turn or rotate. You cannot mix physics with normal positioning. AddForce(x,y,z) so use z for example. Then Make it so when left or right key is down you AddTorque(0,val,0) Andy
  5. I can see that josh, so what your saying is there is no way to do a fixed joint like we could in leadwerks 2? Andy
  6. Hmm I never understand why when admins come on here a lot who know the answer to questions like this yet they sit here unanswered? Andy
  7. Is there anyway to do this? Does anyone know? Andy
  8. Whe you parent an object in the editor all works fine, in the editor. But if you attatch a script to move the parent or child only the one you set to move atually moves, the parent or child does not. BUT if you parent a model to a camera, this works fine. Thread-> http://www.leadwerks.com/werkspace/topic/7198-parenting-in-editor/ Andy
  9. Try doing it not with a camera but two objects. See if that works. Thanks Andy
  10. In Leadwerks 2 there was a fixed joint, how do i do the same in leadwerks 3? Thanks Andy
  11. When i drag and drop an object onto another in the editor object list it creates a branch and drops it in, then when i select its parent and move it, they both move. Meaning its parented to that object? But if i tell the parent to move using a script, the child does not? Is this correct? Andy
  12. Just a simple toggle button to show / hide the grid would be really handy. EDIT: This should be in suggestions forum, sorry. Thanks Andy
  13. I guess i can use the [ ], but line colors doesnt help as when you view at an angle that goes through objects the grid is then visible. This really should be an option, im sure its simple. Thanks Andy
  14. Am i just missing it or is there no way turn of the grid in the editor? Thanks Andy
  15. Seems like ive done it, to get it to trigger i had to increase the physics box size. Maybe just doesnt like it being to small. Thanks Andy
  16. But i did find another object using the same script which was screwing things up, working great now. Thanskd
  17. Hmm there must be something going on then, as i still cant get the collision to register, the object is very simple so ive ceated a polymesh from it and loaded that in, when "show Physics" is enable it fits great, set to trigger and the object goes though, but no collision is registered? Andy
  18. Hi Rick. My App.lua doesnt have the self.camera=Camera:Create() ? I can confirm there is noly one camera in the scene, yet the problem still persists. Andy
  19. It's not for movement it's just an example to show how its not working. I want to make it so when the user hits a key it moves something once. Using move down will move it many times with one press. I only want it to happen once. Andy
  20. You can use any models in leadwerks 2. So any 3d modelling sites will be fine. You will need to convert them to gmf files but there are many ways to do this, some convertors are in the tools folder. Andy
  21. Hi Josk, do you mean Nav obstacle? If so then that is unchecked. The collsion works fine, but like i said above i want to be able to go THROUGH the object but still pick up the collision hook. I also have the static object as Prop, no mass. Setting type as Trigger would do the trick IF is registered the collision callback, but it doesnt. Thanks Andy
  22. I have now, and the object goes through but no collision callback is called? Andy
  23. Hi, i seem to have this wokrnig great using function Script:Collision(entity, position, normal, speed) being = entity:GetKeyValue("name") if being == "gobbo" then self.entity:Hide() end end But, what ive realised i want is to be able to detect collsion without collsion actually happeneing. As in, i have an object that moves and when it hits the "other" object i want to detect it touching it, but not actually stop and collide with it, (go through it!) Ive tryed make the collsion type to none, which makes the object no collide, but also make the collisionhook not work? How could i do this? Thanks Andy
  24. When you use this function in a script attached to some CSG or a model it works fine: if (self.window:KeyHit(Key.Right)) then mypos = self.entity:GetPosition() self.entity:SetPosition(mypos.x+2,mypos.y,mypos.z) end If you attach the above to the camera, it causes strange issues. The main one being the camera doesnt move with keyHits. Andy
×
×
  • Create New...