Jump to content

[Linux,Steam,C++] FPS controller doesn't move the camera


Guppy
 Share

Recommended Posts

 

Adding a weapon prefab makes it a little clearer - I didn't think of that untill after I uploaded the video.

 

Map file can be found here;

 

https://drive.google.com/file/d/0B7B0hlkpWcYWUU5qdjBTa3QzWUU/edit?usp=sharing

 

The map works just fine if I create a lua project - how ever using even a freshly created unmodified c++ project ( well I hit compile but that's all ) it's displaying this behaviour.

 

Freshly created project; https://drive.google.com/file/d/0B7B0hlkpWcYWZ0R2Skg1QjVhQjA/edit?usp=sharing

 

and yes I'm running Ubuntu 14.04 with that loathesome unity desktop :P

System:

Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k

Link to comment
Share on other sites

The default C++ code creates a camera in the App.cpp file. I think this is the camera that's being rendered while the invisible player walks around.

My job is to make tools you love, with the features you want, and performance you can't live without.

Link to comment
Share on other sites

The default C++ code creates a camera in the App.cpp file. I think this is the camera that's being rendered while the invisible player walks around.

 

Gah - you are correct, commenting out line 35-36 makes it work as expected.

 

But then I lose my camera reference in c++ :|

 

Oh well I set out to investigate how to pass information back and forth between C++ and lua, I suppose the camera is as good a place to start as any

System:

Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k

Link to comment
Share on other sites

biggrin.png

 

The Interpreter class has some hidden goodies that go along with the Lua API nicely.

 

Off the top of my head, I think this will set a Lua variable to an object:

int stacksize = Interpreter::GetStackSize();
Interpreter::PushObject(entity);
Interpreter::SetGlobal("MyEntity");
Interpreter::SetStackSize(stacksize);

My job is to make tools you love, with the features you want, and performance you can't live without.

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
 Share

×
×
  • Create New...