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onaid

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Posts posted by onaid

  1. guys could you try if it works better for you now , i have put in textures as sugested and re created nav mesh, i get no debug errors in the editor

     

     

     

     

     

    post-9540-0-94552400-1471410019_thumb.png

     

     

     

     

    guys could you try if it works better for you now , i have put in textures as sugested and re created nav mesh, i get no debug errors in the editor

  2. hi guys , just need a little help here and feedback , i have had mixed reports on my game launching in leadwerks game launcher , for some people it works. for others not. and mostly not. this is a worry . if any one can download and launch the game and see what happens and provide some feedback on running the game and the game itself it would be awsome .

     

    cheers fellas.

     

    ps i have successfully launched the game from leadwerks launcher , but it has also crashed one me too once or twice...

     

    pps , i find the game will launch on my windows 10 pc but not my win 7 pc ?

     

     

     

    http://www.leadwerks.com/werkspace/page/viewitem?fileid=732248859

  3. hi all , am having some trouble with the drawtext.lua . I have attached a trial project where there are two collision triggers and two drawtext pivots also two delay triggers.

     

    what i want to achieve is when player walks into first trigger the first text is displayed, then off.

     

    when player walks into second trigger , second text is displayed, then delay trigger turns it off.

     

    each draw text, and collision has a delay trigger to turn off text and disable collision trigger.

     

    pretty straight forward stuff right ?

     

    well what is happening is both drawtext pivots are showing up ? like each time the drawtext.lua is called its displaying both text at same time ?

     

    so even if i only collide with first trigger it is also showing second drawtext ?

     

    https://drive.google.com/open?id=0BxWM6ILP8Pf9b2ZwcGtnT3hxT2c

     

     

    https://drive.google.com/open?id=0BxWM6ILP8Pf9VUxBTm0xaWhfWEE

  4. Hi Marty j , thanks for your reply yep i am using the fpsplayer.lua script for player , so i pasted the script you gave me in the fps player.lua im not sure if i got it totaly right as i get this error

     

    post-9540-0-29619500-1463439246_thumb.png

     

     

    also there are no childen in the fps player model ? i s this what you mean when you say there is no player object ? so i cant choose to findchild lefthand

     

    sorry pretty newb at script , thank you for your help

  5. hi all having a little trouble with removing / drop a weapon. basically i would like my player to walk through a trigger and have it remove the weapon so player no longer has the weapon if that makes sense.

     

    i have tried attaching weapon pickup lua to a invisible box with a blank prefab but to no avail

     

     

    https://drive.google.com/open?id=0BxWM6ILP8Pf9Ml8yX2NjdzQ3QUU

     

     

    above is the project link test.rar

     

    thank you in advance

    post-9540-0-86482800-1463374503_thumb.png

  6. thanks Aggror , fpsplayer.lua dose work but only if i check the flash light on box.

     

     

    post-9540-0-42482500-1456708239_thumb.png

     

     

     

    problem is flash light is on at start game, where i would like the flash light off at the start of game, also if i leave the box unchecked and then turn on flash light in game with F key it uses default flash light (not the flickering zippo light)

     

    if that makes sense, its like by checking the box im turning off or on the part you modified in the fps script ?

    and is there a way to adjust light level ?

    cheers again

  7. Not quite. You are sending the input to the character controller, but the character controller is automatically applying gravity and handling the velocity, so if you send 0 for the movement, you will still get gravity being applied. Calling

    self.entity:SetVelocity(Vec3(0)) 

    should do the trick, but as macklebee said, some physics commands don't work as expected with character physics. If this doesn't work, then you could try applying a very small jump amount to the character controller input. This may work to reset the velocity.

     

    thanks mate macklebee's modified script has done the trick i rekon :)

  8. The character controller is a custom physics object so sometimes there are quirks with it. Some entity physics commands work with it and some do not. As far as the issue here, it appears just setting the player's physics mode to rigid body physics momentarily resolves the "bouncing".

     

    Script.respawnpoint = "" --entity "Respawn point"

     

    function Script:Collision (entity, position, normal, speed)

    if(entity:GetKeyValue ("name") == "Player") then

    spawnPos = self.respawnpoint:GetPosition ()

    entity:SetPhysicsMode(Entity.RigidBodyPhysics)

    entity:SetPosition (spawnPos)

    entity:SetPhysicsMode(Entity.CharacterPhysics)

    end

    end

     

     

    thanks mate that has done the trick it appears to be working fine now , i can move the respawn trigger way down lower and no more bounce thing going on , thanks a bunch again for everyones help

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