Andy Gilbert
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Posts posted by Andy Gilbert
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Is there anyway to do this? Does anyone know?
Andy
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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
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Try doing it not with a camera but two objects.
See if that works.
Thanks
Andy
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In Leadwerks 2 there was a fixed joint, how do i do the same in leadwerks 3?
Thanks
Andy
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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
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Just a simple toggle button to show / hide the grid would be really handy.
EDIT: This should be in suggestions forum, sorry.
Thanks
Andy
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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
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Am i just missing it or is there no way turn of the grid in the editor?
Thanks
Andy
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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
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But i did find another object using the same script which was screwing things up, working great now.
Thanskd
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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
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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
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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
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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
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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
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I have now, and the object goes through but no collision callback is called?
Andy
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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
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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
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Sorry to be a pain, but is there some example script of how this is actually achived or what functions to use?
Its a simple test, between one object and another.
Thanks
Andy
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Im trying to "toggle" a variable using a key and using keyDown works but obviosuly this makes it hard to toggle as it repeats while the key is down.
So i tryed using keyHit and for some reason getting strange results, such as it not doing anything.
So i tryed drawing the variable to the screen, and when i do, the number seems to "overwrite" itsself??
Yet using keyDown doesnt do this.
Am i doing something wrong?
EDIT: What ive noticed is, if i attatch tell it to "move" an object with each keyHit, its very "on/off" MORE off, it never seems to work and then suddly it will, but the nubmer being drawn changes with every hit.
This is in the Update world function
Thanks
Andy
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Hi, ive done a search but cant seem to find the answer.
What is the current way using lua to detect a collsion with a particular object?
Can i determind the collsion using the objects name somwhow?
Thanks
Andy
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Hi, just a feature i could really do with and so thought it may become usefull for all is to be able to see the shape of physics for models. Either just a wireframe or somthing that can be turned on and checked if the size and offset is ok.
At the moment im just working blind.
Thanks
Andy
Ignore, just found it
Thanks
Andy
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Ok, as an update:
1.Changing the rotation of a directional light using the mouse and axis is fine, but updating the Z rotation property does nothing.
2.The Z direction of the light does not corrispond projected shadows, it works if the Z angle is below 0 so the direction is pointing down, but if i rotate the light so that its direction is upwards, the light works fine, but projected shadows stays as though the light is coming from above.
Andy
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Hi, in the editor, when i drop in a Directional Light, it appears to have a fixed 45 degree angle and ignores any changes to Z.
Andy
Fixed Joint?
in Programming
Posted
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