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Andy Gilbert

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Everything posted by Andy Gilbert

  1. How have you referred launcher? As a guess you should be using self.launcher. Andy
  2. Somtimes you need a little but longer at it! Ive done it, just for record it was down to 2 things, mainly i was calling the following every update: self.entity.animationmanager:SetAnimationSequence(4,0.1,200,1,self,self:AniSeq1()) and also changed to self.entity.animationmanager:SetAnimationSequence(4,0.1,200,1,self,self.AniSeq1) Andy
  3. Can someone confirm if im doing this correct as im not having much luck. So my understanding is: self.entity.animationmanager:SetAnimationSequence(4,0.1,200,1,self,self:AniSeq1()) Would then call: function Script:AniSeq1() self.currentState = self.sequence.idle end when the sequence 4 gets to the end? For some reason this seems to get called very early on inthe sequence, if i remove the hook from the call, so: self.entity.animationmanager:SetAnimationSequence(4,0.1,200) the animation plays fine, but obviously loops, which isnt what i want, i want it to change to a different sequence once its finished sequence 4. Andy
  4. I noticed in gobliAI you are using EmitSound yet this seems to be undocumented, correct me if im wrong i just cant find it anywhere. Andy Sorry ive found it! Andy
  5. From the goblinAI i see it you use Math:rnd()? is this the correct function and the doc's are incorrect? Andy
  6. I am, and at the other side of the arch it is completly dark with a distinct line where the arch CSG ends and buts upto another CSG block above it, it should be all light like the wall above. Andy
  7. Ive included an image of the issue. Not sure if this is a bug, or fact of CSG or somthing else but obviously it doesnt look very appealing. What causes this or how can this be prevented, or is it simply a bug with the lighmapping? Andy
  8. When i try to call Math:Random i get: Script Error, attempt to call method 'Random' (a nil value). All other math functions seem ok. Andy
  9. Thanks Aggror, simple when you know how. Ill give this a go. Andy
  10. I know this might come down to some simple maths, but somtimes i just cant figure somthing out and find it better to ask In either learkers 2 or 3 (preferrably 3) how would i achive a simple timer so that "somthing" happens either a function call or variable change would happen every N seconds or minutes? Thanks Andy
  11. I seem to have an issue where i can set the brightness of a model and it works fine in the editor. When i run the game the brightness is reset to default everytime and never shows up like i set it in the editor. Andy
  12. If so, its the maths formulas that are in the character contoller that are out of our control, hence its a bug. Its quite simple to replicate, drop in an object, make it a character, assign a script with WASD movement using SetInput function (move and strafe) then assign the left right keys to alter the angle parameter and watch what happens when you try to strafe after moving around. Andy
  13. This is in response to an earlier post where you stated you didn't understand what I meant but I can no longer reply so Ill explain here. Using the set input command to control the movements of an object you have angle,move,strafe. When you use all 3 parameters you get this: 'angle' works fine and when you 'move' it moves forward in the relative direction, but when you 'strafe' it does it not move to the side. It moves in all angles depending on the angle you are at. Andy
  14. Ok that's fine. Yougroove, trees aren't the only things that will need transparent mat's. Andy.
  15. Hmm bit of an issue.... before i could send it you, i tried to re-create my steps in order to make it get corrupt (delete the particle effect and all references to it in a script) and this time is hasnt got currupt and seems to be ok? Very strange... Do you still want it or shall I just keep an eye on it. Andy
  16. Sure what do you need? Just the .map file? Edit, ive noticed it can no longer be "loaded", it half loads, as in the entity list is there, but no map shows, no CSG or anything. Andy
  17. Hi, i had a particle effect in my level and since deleting it when i compile it tries, then closes with process completed, but just before that it says "String index out of range"? Doesnt point to nay line in any scripts or anything? How can i resolve this, ive gone through all scripts despite not chaning them anyway, just deleted a particle effect from the level in the editor. Thanks Andy
  18. Hi Red, correct me if im wrong but isnt that for LE2? Im wanting to know for Leadwerks 3. Its easy in LE2 Andy
  19. Hi, how do i assign multiple diffuse textures to parts of a model in Leadwerks 3. I have one model that has 3 diffuse textures for different parts, in LE2 you would have 3 mat files? In LE3 i see different texture slows but cant seem to get them to do anything? Andy
  20. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/window/ Andy
  21. Do you mean graphically? In the past and and If i was to now, i would create all graphics in photoshop and then script the menu in leadwerks. Andy
  22. Another one is that hidden objects dont stay hidden wehn the map is re-loaded. Andy
  23. It is, was my code in the end! Andy
  24. I see. Thanks for the work around. Andy
  25. Is there any control over the near camera clipping? Setting the camera range doesn't seem to change it. But as it stands I can see through walls and it doesn't look so good. Thanks Andy
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