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onaid

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Posts posted by onaid

  1. https://drive.google.com/folderview?id=0BxWM6ILP8Pf9b0dwcU5Vc0NyZGM&usp=sharing

     

    Need a little help with falling from height , i have attached a sample project where i have followed Aggrors tutorial on respawning player. all works fine , except when i move the respawn trigger box any lower than the height reference box i have placed in the scene , my fps player bounces between respawn trigger and respawn point ? the final result i wish to get is have the player fall for some fair time then respawn. I found before if i had the respawn trigger too far down my player would die on impact and not respawn, bring the respawn trigger box up and all is ok but player dosent fall for as long as i want, i over came this by changing this

     

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

    if speed>200 then

    self:Hurt(100)

    end

    end

     

    speed from 20 to 200 allowed me to achive greater fall distance, but if i lower the respawn trigger box any lower than what is in attached project i get the bounce thing happening, if that makes any sense...

    also tried changing the if speed to higher numbers and self hurt to 0 but no change?

     

    thank you in advance also have tried changing the respawn trigger collision to character this works randomly ? sometimes i bounce somtimes i dont ?

     

     

     

    post-9540-0-68770100-1454384943_thumb.png (all ok at this height respawn works)

     

    post-9540-0-27326600-1454384955_thumb.png (at this height weird bounce thing goin on )

  2. is there a way to change the default flashlight / torch for a light more like a zippo/lighter type of light , if that makes sense ? could i use the fire pit plane/ light instead of the flashlight.. just as if you where in the dark woods and light a zippo to see where your going with the light flickering .......if that makes sense

     

    cheers

    post-9540-0-07402700-1453813376.jpg

  3. Thanks guys very much again smile.png works like a charm,

     

    Works ok for me. These are the steps I performed:

    1) Create Cylinder and perform Hollow operation.

    2) Create Pivot and placed in center of the Cylinder

    3) In Scene tab, select all of the Cylinder segments and drag to the Pivot to make them children

    4) In Scene tab, select just the Pivot. Set the Physics properties (Collision=Prop,Mass=6). Add Motor.lua script and set options.

    5) In Scene tab, select only the children Cylinder pieces. Add empty script.

    6) Run game.

     

    Note - do not add mass to the individual children Cylinder pieces or the cylinder will fall apart. Keep Mass = 0.

     

    start.zip

     

    Another example of multiple leadwerks users working together to solve one issue for an individual. This is what I love about the LE community.

     

    true thatsmile.png cheers to everyone for your help

  4. thanks for your help , when i attach motor.lua or the script in the tutorial

    https://drive.google.com/file/d/0BxWM6ILP8Pf9UjV2ZXFjTEx5M2M/view?usp=sharing

    to only the parent and not the children nothing happens...... ( tube/cylinder dose not move )

    only when i attach the script to each individual segment (child) will the object move, just not the way i want it to.

     

     

    Do you have the script attached to each segment or just the parent cylinder? Because when you attach the script to each element, the behaviour of each element rotating is then correct. Can you also post a screenshot where all segments are rotated?

     

    if you run the map i uploaded you will see how all the segments act individually, i can get the tube / cylinder to rotate but only like it was a orange in separate pieces

     

    also tried saving as a prefab and it still keeps segments, and acts in the same manor.

  5. thanks for your help i used one by hollowing a cylinder and one by (create compound tube).

     

    the box works cause it dose not have segments i think, unlike the tube,or cylinder with ends hollowed they have children so i attached the script to each individual segment so i guess they all rotate on a individual axis where as the box is only one piece rotating on common axis ?

     

    but no matter which one the rotate in segments not as a whole .

     

    i followed the tutorial and i can get the tube/cylinder to rotate in the right way but they still rotate individually.

     

    this is the script i used below...again all segments rotate on there own axis not the tube/cylinder as a whole ?

     

    https://drive.google.com/file/d/0BxWM6ILP8Pf9UjV2ZXFjTEx5M2M/view?usp=sharing

  6. hi again i am having some trouble getting a tube or cylinder to rotate using the motor lua see attached photo, i have also linked a map

     

    guess what im trying to say is ihow can i get the tube/cylinder to rotate as one, not individual segments i want to put a path through the middle of the tube/cylinder

     

    like walking thru the middle of a spinning tunnel if that makes sense ?

     

    cheers

     

     

    post-9540-0-20146100-1452223102_thumb.png

     

     

     

    https://drive.google.com/folderview?id=0BxWM6ILP8Pf9dDBuczlqOFdEeGM&usp=sharing

  7. how do i disable a collision trigger ? i would like the collision trigger to run the draw text lua then be disabled so when player collides with trigger a 2nd time nothing happens? i tried to disable collision trigger via the trigger delay bu i get a error and game stops.

    post-9540-0-28596200-1436683930_thumb.png

    post-9540-0-25337400-1436683952_thumb.png

  8. got home from work , cranked up steam found leadwerks update. let the download finish open my project and just outta curiosity published my project and everything works fine....... ??wtf

    one thing i did notice is before the update i never had the option (only include used files yes /no) see attached.

     

    the only option i had when publishing is (encrypt files yes/no) ?

     

    so i am lost. totally.. very happy now i have all sounds working thank you to everybody for your help, big props to josh..

     

    cheers

    post-9540-0-18582600-1424688335_thumb.jpg

  9. here is what i have found, i created a new project with 1 control panel with a push button .lua attached when activated the push button .lua is connected to a pivot with a sound. lua . so what happens in editor, you walk up to control panel press E , switchheavyecho.wav plays, also firststep.wav plays (in loop) , control panel is disabled after interaction, firststep.wav continues to play.

     

     

    so then i save, update project manager, publish, run exe and.... no sounds. at all (bar footsteps).

     

    then i browsed the published folder and extracted the data.zip (right click extract here)

     

    then i run the exe again, and i have sounds ?.

     

    in my previous project i used models and materials from the workshop, which must have encrypted files, so i could not extract the data.zip, (enter password to extract).

     

    i think this is why my models and materials vanished when i exported to zip file (all except the default leadwerks models and materials and ones with no encryption)

     

    so when i published my previous project i had no sounds because the data.zip was not extracted , but i could not extract it because of the encrypted workshop addons...

     

     

    if that makes any sense?.....

     

    https://drive.google.com/folderview?id=0BxWM6ILP8Pf9dE9CVHN2N0RtaDQ&usp=sharing

     

    so if you download the published game (soundscape) , run the exe straight up, i bet you have no sound....

     

    then extract the data.zip (right click extract here)

     

    run the exe again, you get sound.

     

    why?

    post-9540-0-70876500-1424504490_thumb.jpg

  10. Ps there are control panels , triggers collision type, and one hidden control panel. Each one unlocks a sound in loop witch all together make up the music if that makes sense. These sounds are not playing , there is i think one control panel that makes a sound when interacting with it. You will see a piano which when interacting with it will play a loop and unlock the control panel wich activates a sliding door lua . When interacting with the piano a spot light comes on sound should play. In the .zip exe the piano dissapears ? As with materials so you can go no further in the game. When published the piano is there is but sounds are not?

  11. thanks for yor reply, just updated project....

     

    still the same, no sound? so did the sounds work for you?. the character footsteps have always worked? that is not the problem its all my imported sounds. if you run the exe from the folder (published) no sounds. if you run the .exe from the extracted .zip all the sounds are there but models are missing and materials.

     

    https://drive.google.com/folderview?id=0BxWM6ILP8Pf9dmVSYXRoRk44NXc&usp=sharing (published)

     

    https://drive.google.com/file/d/0BxWM6ILP8Pf9d2VhQkJSVkR1MEk/view?usp=sharing (zip)

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