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MisterGravity

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Everything posted by MisterGravity

  1. Indeed. I will start doing this from now on. Edit: This area contained my map file to be downloaded, but it has been fixed now so I've removed it.
  2. I did that, but now I can't see the 3 pieces I made subitems of the other piece when I run the map. So let's say I have: leverControlledBox1, and also 2, 3, and 4. When I drag 2, 3 and 4 under leverControlledBox1, I do in fact get the 3 subitems. And when I click any part of it in the Perspective frame, I see it is now 1 item as I hoped for. Unfortunately, when you run the program, only leverControlledBox1 is visible. What did I do? EDIT: So I figured out that only the main item in the list can have mass. Once I made the mass of all subitems = 0, then the items once again appeared in the game when I tested it. However, only the main item reacts to the SlidingDoor.lua. So I've run into a contradiction: If I can't make the elevator move by moving just the main item, which should theoretically move all the subitems, then I'm forced to add the SlidingDoor.lua to each subitem as well, but that script requires mass, which makes the subitems invisible. This seems to be a contradiction. What is the solution?
  3. So let's say I've made a primitive elevator that has 3 walls and a floor. That's 4 pieces. I can of course use my trigger to move all four pieces at once, but how can I lock all 4 peices together to be forever one piece? I wouldn't bother asking this, but it seems that sometimes the pieces get out of sync when being used in it's "sliding door" movement. A wall will get stuck there on the way down, a floor will stop halfway, it's beyond comprehension. Seems it'd be easier if it were one piece. Feel free to continue reading this forum thread, it will teach you how to make an elevator with several pieces work perfectly. Here is a video of the elevator in action:
  4. That is of course true, but there doesn't seem to be any connection points in the Flowgraph Editor to connect "when activated" to "make visible, or turn on light".
  5. I started digging through the forum for the question, "How can I set a light as OFF by default, to be turned on with a light switch? CSG" I suppose this is what we're talking about here, right?
  6. Solution: Select the CSG box, go to the Appearance tab, and change the Material to Effects/Invisible. Then it's invisible and can only be seen with "Show Physics."
  7. So in the end, "Nav obstacle" was my only problem. As soon as that was unchecked, the "use icon" finally disappeared when I walk up to the door. (Which is what I wanted, it's actually a triggered door by walking into a specific area tha tI had moved out of the way for the video demonstration.) Thank you Kavex!
  8. What did I do wrong? My door is acting like the poster child for why you don't give drugs to doors. https://www.youtube.com/watch?v=vyToOPZksro As you can see, MANUAL is turned off, but you can still walk up to it and use it manually, which I believe is causing this issue. What am I missing?
  9. Well, I actually was able to locate the maps before I had a chance to get back to this message. Unfortunately, when you load some of them, they tend to be missing models, or big chunks of the example. For instance, in the map 03-Doors.map, this is what you see time you load it. (The doors aren't there.) Notice in the bottom it says "Failed to load model "C:/Users/Gravity/Documents/Leadwerks/Projects/MyFirstGame/models/doors/gatevertical_frame.mdl". Am I missing pieces? UPDATE: I was able to copy the contents of the main models, materials and sounds out of the folder in Program Files and into my game assets under My Documents. When I closed and reopened the doors tutorial map, it was all there.
  10. For instance, On the SlidingDoor.lua, it might be nice under the 3 Distance up/down text boxes to show, X, Y, and Z when you mouseover them, if that is in fact what it stands for.
  11. Where is the included map? Where are any of the example projects? I could learn more easily by example than by trying to follow vague videos that don't explain every little thing. Should I have all these examples with my Steam install?
  12. The arrows in the scrollbar, clicking in the middle of it, or even manually dragging just cause it to jump way too far. Perhaps a solution would be holding Control to scroll by pixel, rather than it's default movement. Talked to Josh about this in Steam, he suggested I submit a suggestion.
  13. I have watched a few videos at this point. Here are my specific questions: In the video located here: http://www.leadwerks.com/werkspace/page/tutorials/_/simple-doors-r51 , "Simple Doors", the author already has the scene created when he starts the video. I did figure out how to make the CSG boxes with the "CollisionTrigger.lua" script, but in the video the guy box is invisible until he goes to the menu and "shows physics." Mine has a texture, "Caulk", actually, because I put it there. So even though it functions to be a trigger to open the door properly, it's visible. How do I make a trigger like this INvisible? Please help?
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