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Messages - ShaolinNinja

Pages: [1] 2 3
1
Animation / Re: Swim Animation
« on: Jun 13, 13, 09:05:22 PM »
What is it about that character that makes that happen? I want to be able to avoid it for when I make my own.

2
Animation / Swim Animation
« on: Jun 13, 13, 03:07:07 PM »
Has anyone noticed the swim animation has been very "jumpy"? Whenever I try and swim and touch the bottom it shoots my character back up (I am using the default character). This is very annoying for shallow water or sloped terrain in water. Am I missing something?

3
Animation / Re: Animated asset
« on: May 27, 13, 02:46:30 PM »
Is there an easy way to get a player to move with an animated object that they are standing on? Or at least not fall through an object moving up and down? I have tried pathways with children, creating animated assets and importing them, I even tried making a heightmap a child of a pathway, but either the physics doesn't follow the object animation or the character just fall through the object a half second after landing on it.

I am coming from a background of basically no scripting and I do all design by my lonesome (Textures, assets, level design, everything...)

Was hoping to start off with some simple Jump and Physics puzzles.

4
Scripting & Programming / Re: Camera tutorial
« on: May 24, 13, 11:39:10 AM »
I used all caps. What is the exact line I must type to deactivate the FPS script? I may just be typing it wrong.

5
Developer Created Tutorials / Re: Press "I" to open a gui window
« on: May 24, 13, 11:36:53 AM »
I edited the herogamekey bindings, not the gamekeybindings.

now I am getting this error in the script error window

Code: [Select]
Client Script Error
SCRIPT ERROR: Exception DefinitionNotFoundException in function 'createNodeFromPrototype' definition not found: PopUp
05/24/2013 09:33:24
Call trace:
  Script IPopUpClassMethods line 3 me[id=1000000293 class=IPopUp]
  Script Input_Command line 43 me[9223372055763831974]
starting method/function ONCMDSTOP
starting me[id=9223372055763831974 class=E_playerAccount,HBNode,CharacterNode,_ACCControllerOwner]

6
Developer Created Tutorials / Re: Press "I" to open a gui window
« on: May 23, 13, 02:25:36 PM »
Thank you Thazager for your response. I was able to compile and submit the script after referencing another gui script like so
Code: [Select]
method OnControlBuild()
 viewPort as Vector3 = GetViewPortSize()
  win as NodeRef of Class GUIControl = FindGUIControlByName(None, "PopUp")
  flow as NodeRef of Class GUIFlowLayoutContainer = me.Flow()
   
But I completed the rest of the tutorial and nothing happened when I pressed "I". No errors or anything. So I have 2 more questions.

1) What could I have missed so that nothing would happen when I press "I"?

2) Why would the tutorial reference a method to position the window that doesn't exist? Both GUI scripts in the tutorial have references to position, and I tried referencing both GUI scripts using the override when the first GUI reference didn't work.

7
Developer Created Tutorials / Re: Press "I" to open a gui window
« on: May 22, 13, 02:30:50 PM »
I am trying to create the class methods script for the gui control and it is giving me this error

 node variable does not specify a class that contains the field position

and it references this portion of code. it seems to not like the  .  after the me before the position
Code: [Select]
method OnControlBuild()
 viewPort as Vector3 = GetViewPortSize()
  me.position.x = viewPort.x - 216
  me.position.y = viewPort.y / 2
  flow as NodeRef of Class GUIFlowLayoutContainer = me.Flow()

Any idea how to fix?

8
Scripting & Programming / Re: Overhead Camera
« on: May 21, 13, 07:51:37 PM »
Thank you for that suggestion. I guess what I really want is the center of the current heightmap. Is there a way reference the heightmap the character is on?

9
Scripting & Programming / Re: Overhead Camera
« on: May 21, 13, 04:36:56 PM »
Quote
When a character walks into a trigger, based on which one it is you would know which room they were going to.  In the callback function of the trigger, pick a spot in that room and use the camera movement functions to move the camera to that spot, and then room activation will follow accordingly.

So how would I call that trigger in my camera script?

10
Scripting & Programming / Re: Overhead Camera
« on: May 21, 13, 11:45:58 AM »
Quote
So for your scenario, the movement of the character into the next room would be what would trigger the movement of the camera

With the current Hero Blade configuration, the character movement would never trigger the camera because the room would never change.

I need the character to activate the room, and then the camera will go to the new active room based on my camera script calling the active room.

I just don't how where to go to change the room activation from camera to character or if it is even possible based on Hero's room scripts.



11
Scripting & Programming / Re: Camera tutorial
« on: May 21, 13, 11:36:22 AM »
I copied from the small block and found that issue in the forum, so it is written correctly. It just doesn't work when I do a callback to deactivate camera.

12
Scripting & Programming / Overhead Camera
« on: May 21, 13, 12:08:29 AM »
I apologize in advance, but I know next to nothing about scripting.

I am trying to make my own custom camera. It is an overhead top down style that uses the camera function lookatnext to target the current room. I can see 2 problems with my current script (though I am sure there more!)

LookAtNext needs to reference the current room. I don't know where to pull this value from or where to put it into my script (referenced below)

It seems like current room detection is based upon camera location, not character location. This would be a problem since the camera would lock onto the current room, but the room would never change when the character walks off the screen. What can I change so the active room is selected via character?

Code: [Select]
function PushAndActivateOH_CameraLayer()
  PushCmdLayer("OH_Camera")
  ActivateCmdLayer( "OH_Camera", true )
.
 
function DeactivateOH_CameraLayer()
  ActivateCmdLayer( "OH_Camera", false )
  ActivateCamera( "GAME" )
.
function SetupOH_Camera()
  camera as NodeRef = AddCamera("OH_Camera")
 
  LookAtNext("NAME", target, offset, 10.0, "SMOOTH")
  FreeLook( "OH_Camera", false )
  ActivateCamera( "OH_Camera")
.
function StartOH_Camera()
  PushAndActivateOH_CameraLayer()
  SetupOH_Camera()
.

The idea is that I want the camera to look at the current room and smoothly pan over to the next room as the active room changes. It should also pan back if the camera is in transition and the player goes back a room. Any help is appreciated.

13
Scripting & Programming / Re: Camera tutorial
« on: May 20, 13, 11:29:37 PM »
I am using the Wiki tutorial

14
Scripting & Programming / Camera tutorial
« on: May 20, 13, 10:49:29 PM »
I feel dumb for asking this, but I can not figure out how to deactivate the FPS camera from the FPS tutorial. I activated it just fine, but I want Game camera back... Tried deactivatefps_camera in the console many different ways, many different times.

15
Design & World Building / Re: Path follower with child
« on: May 15, 13, 02:33:49 PM »
For some reason those settings work great! Not sure why the object doesn't fall with Dynamic physics, but it got the job done. Thanks for all the help.

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