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Topics - WorldWideZ

Pages: [1] 2 3 ... 6
1
General Discussion / Stock
« on: Nov 18, 14, 02:57:32 AM »
I noticed through clicking on idea fabrik website that the share price is 2 cents (trending down) and its being delisted from the exchange. How will this impact Hero Engine? what would happen to data/projects in the event that the money runs out?

2
Scripting & Programming / Math stuff
« on: Sep 08, 14, 01:43:36 AM »
Im trying to translate some complex math from C++ to HSL , and i am not that brilliant with math functions. So i will ask here to see if you guys know :)

Q1 )given that relative_velocity is a vector3  is absSq(Realtive_Velocity)   the same as TransformVector(Relative_velocity,(0,0,0),(0,0,0),(2,2,2)) ?


3
General Discussion / Take my money?
« on: Sep 08, 14, 12:36:11 AM »
All your payment options are coming back failed , any reason for this guys?? my sub runs out end of today so please let me know whats going on.

edit : seems the bank thought HeroEngine sounded like a scam :P

4
Scripting & Programming / path planning
« on: Sep 02, 14, 02:23:31 AM »
is there a cheat sheet for what the values in this lot actually mean? i know there most be a setting in there that works, however i am still getting npc's ignoring meshes , or to put another way they are not finding a path around the object which defeats the purpose of having a navigation mesh , as you end up forcing it to act like a waypoint system.

Code: [Select]
AddKeyValueSpec("_GroundedPath","step_value      = float,0.05,0.01,0.4       # Distance between smoothed data points")
      AddKeyValueSpec("_GroundedPath","tightness       = float,1.0,0.1,100         # Distance between control points")
      AddKeyValueSpec("_GroundedPath","check_above     = float,4.0,0.01,100        # Height above to start grounding")
      AddKeyValueSpec("_GroundedPath","walk_slope      = float,45,1,85             # Walk slope for the character")
      AddKeyValueSpec("_GroundedPath","char_width      = float,0.03,0.01,1         # The character width")
      AddKeyValueSpec("_GroundedPath","char_height     = float,0.165,0.01,1        # The character height")
      AddKeyValueSpec("_GroundedPath","collision_group = string,CGF_PATH_COLLISION # Specifies the collision group flags to use.")
      AddKeyValueSpec("_GroundedPath","debug_visualize = boolean,false             # True to debug visualize the smoothed path.")
      AddKeyValueSpec("_GroundedPath","string_pulling    = boolean,true            # ")
      AddKeyValueSpec("_GroundedPath","terrain           = boolean,true            # ")
      AddKeyValueSpec("_GroundedPath","non_terrain       = boolean,true            # ")
      AddKeyValueSpec("_GroundedPath","water             = boolean,false           # ")
      AddKeyValueSpec("_GroundedPath","underwater        = boolean,false           # ")
      AddKeyValueSpec("_GroundedPath","path_avoid1       = boolean,true            # ")
      AddKeyValueSpec("_GroundedPath","path_avoid2       = boolean,true            # ")
      AddKeyValueSpec("_GroundedPath","path_avoid3       = boolean,true            # ")
      AddKeyValueSpec("_GroundedPath","path_avoid4       = boolean,true            # ")
      AddKeyValueSpec("_GroundedPath","path_prefer1      = boolean,true            # ")
      AddKeyValueSpec("_GroundedPath","path_prefer2      = boolean,true            # ")
      AddKeyValueSpec("_GroundedPath","path_prefer3      = boolean,true            # ")
      AddKeyValueSpec("_GroundedPath","path_prefer4      = boolean,true            # ")
      AddKeyValueSpec("_GroundedPath","dive_down         = boolean,true           # ")
      AddKeyValueSpec("_GroundedPath","swim_up           = boolean,true           # ")
      AddKeyValueSpec("_GroundedPath","dive_down_cost    = float,1,0.1,100         # ")
      AddKeyValueSpec("_GroundedPath","swim_up_cost      = float,1,0.1,100         # ")
      AddKeyValueSpec("_GroundedPath","terrain_cost      = float,1,0.1,100         # ")
      AddKeyValueSpec("_GroundedPath","non_terrain_cost  = float,1,0.1,100         # ")
      AddKeyValueSpec("_GroundedPath","underwater_cost   = float,1,0.1,100         # ")
      AddKeyValueSpec("_GroundedPath","path_avoid1_cost  = float,2,0.1,100         # ")
      AddKeyValueSpec("_GroundedPath","path_avoid2_cost  = float,4,0.1,100         # ")
      AddKeyValueSpec("_GroundedPath","path_avoid3_cost  = float,6,0.1,100         # ")
      AddKeyValueSpec("_GroundedPath","path_avoid4_cost  = float,8,0.1,100         # ")
      AddKeyValueSpec("_GroundedPath","path_prefer1_cost = float,0.2,0.1,100       # ")
      AddKeyValueSpec("_GroundedPath","path_prefer2_cost = float,0.4,0.1,100       # ")
      AddKeyValueSpec("_GroundedPath","path_prefer3_cost = float,0.6,0.1,100       # ")
      AddKeyValueSpec("_GroundedPath","path_prefer4_cost = float,0.8,0.1,100       # ")
      AddKeyValueSpec("_GroundedPath","time_out          = float,4,0.2,120         # ")
      AddKeyValueSpec("_GroundedPath","priority          = integer,1,1,10          # ")


edit : Setting these to zero has had little effect on anything , leading me to wonder if they are used even?

5
Design & World Building / Trees and pathing
« on: Aug 30, 14, 02:19:12 AM »
I seem to be getting no path nodes forming under tree branches , do others find this too?

6
Scripting & Programming / Character appearance on the client
« on: Aug 24, 14, 05:01:07 AM »
Had this idea that the server does not need to know what each of my zombies looks like , and the client could over ride the slots if the server sent them down empty. This way the client can decide how complex the model is that it displays, and there is less data being replicated.

After some fiddling with e_characterappearance i decided upon using "shared function OnCreateCharacterWithID" homed in the E_npcclassmethods , as this function seems to be the last thing called in _makecharacter

this then calls to e_characterappearance to run my code.

Code: [Select]
method zombie_gen(hbNode as NodeRef of Class HBNode)

  char as NodeRef of Class CharacterNode = hbnode
  list_of_slots as List of String
  add back "upper_body" to list_of_slots
  add back "lower_body" to list_of_slots
  add back "shoes" to list_of_slots
  add back "skin" to list_of_slots
  add back "hair" to list_of_slots
 
  parts as List of String
 
  foreach slot in list_of_slots
    println(GetCurrentPartInSlot(char,slot))
    GetAllPartsForSlot(char, slot, parts)
    if parts.length = 0
      println("no parts found for : " + slot)
    else
      foreach part in parts
        println(slot + " " + part)
      .
    .
    SetPart(char, slot, parts[randominteger(1,parts.length)])
   
  .

 .


when it runs , it errors out at the "setpart" with the error "invalid slot "upper_body"" , despite both the other slot external functions working. any clues why this might be? or failing that does anybody have a better way of overriding the appearance on the client?


edit : oddly after a restart just now i no longer get the error message , however setpart is still not doing its job.

7
Design & World Building / possible bug in the world editor
« on: Aug 21, 14, 03:35:43 AM »
Two instances of the same asset , one each in a seamless connected area , with the same rotation. Local space is selected. If you then select both and rotate , they rotate at different speeds. Is this normal? 

8
Scripting & Programming / fade world in error
« on: Aug 17, 14, 06:36:40 PM »
on leaving a area i run worldfadeout() and on loading the account node on the next area i call worldfadein() , works fine the first time , but the second time it fails to remove the splash screen , and then the screen permantly covers over the game layer , even if you change character.

where am i going wrong , the splash screen does not seem to be part of the rest of the gui , but it seems i am missing a trick.

9
Scripting & Programming / creating a area like CSS
« on: Aug 17, 14, 04:20:56 AM »
I am trying to create a social area , that when you join the area it switches off the character render , and loads a full screen GUI. Where is the best entry point for this? i have tried jamming some stuff into places , but not having much luck so far with getting it to do either of these tasks

edit was over complicating things by using the css as a template , solved this by launching the GUI from player account on the client  and the hidecharacters bit on the server seems to be working now after a restart.

10
Scripting & Programming / engine code issue
« on: Aug 11, 14, 12:35:16 AM »
Seeing as engine scripts have been mentioned , while overriding _characterappearance the other day , discovered that the HE_makecharacter handled check and the methodcallback placeholder do not match , forcing you to edit the engine script to over ride its function.

11
Scripting & Programming / bug?
« on: Aug 10, 14, 01:45:02 AM »
Hey guys , i have been implementing group AI , and thought as i had a bunch of stuff running i might try the /aicontrol groups GUI command to examine what i had running. i got this error when trying the command

Client Script Error
SCRIPT ERROR: In function UnmarshalNode: Node not found ID=0
Time:08/10/2014 07:36:55
Call trace:
  Script collectionMarshalClassMethods line 368 me[id=9223372202568022798 class=_AgentGroupRoot,ObsSubject,CollectionUnorderedSet,collectionMarshal,collectionTransmission]
  Script collectionMarshalClassMethods line 285 me[9223372202568022798]
  Script collectionTransmissionClassMethods line 223 me[0]
  Script collectionTransmissionClassMethods line 185 me[0]
starting method/function RECEIVECOLLECTION
starting me[id=0 invalid]
Client Script: CLIENT REMOTECALL FAILURE:
From Server Script: CollectionTransmissionClassMethods:TransmitCollectionToClient
Client/Account ID: 9223372056150021549 (35BE8E969DCC11FD951AC2C13FA94596)
To Client Script: collectionTransmissionClassMethods:ReceiveCollection
In function UnmarshalNode: Node not found ID=0
Time:08/10/2014 07:36:55
Call trace:
  Script collectionMarshalClassMethods line 368 me[id=9223372202568022798 class=_AgentGroupRoot,ObsSubject,CollectionUnorderedSet,collectionMarshal,collectionTransmission]
  Script collectionMarshalClassMethods line 285 me[9223372202568022798]
  Script collectionTransmissionClassMethods line 223 me[0]
  Script collectionTransmissionClassMethods line 185 me[0]
starting method/function RECEIVECOLLECTION
starting me[id=0 invalid]


I dont think its something i have changed , was wondering if any one else has had a similar error?

12
Is there anything like GetAllPartsForSlot() available server side? seems odd that it has access to the parts file (in the repo) but cannot read it. I can hard code the values i need , but i found on the client that external function made for some very dynamic code :D

13
Art & Art Pipeline / Animation Track mask editor
« on: Aug 02, 14, 01:26:07 AM »
When i exported my last character , whilst setting up the track masks i mis typed "RightArm" as "rightArm". Now whenever i try and enter "RightArm" i still get rightArm appear in the box beneath. So far i have tried restarting Max , restarting PC , New max files , completely clean run of max with no models, re installing pipe line , but still it replaces the R. other channels , like SpineOnly work fine. I am about to attempt re installing 3d max.

Has anyone else had this issue with the track mask editor? i am using 2013x64 max currently

14
is it possible to get at the apperance of a character from its ID , before its loaded to a playercharacter node?

i am trying to add a virtual stage to the selector , but also trying to avoid needlessly creating character nodes if they are then not loaded.

If there is no set way i am sure a lookup list on the account node could do the job just wanted to check that i had not missed something

15
Scripting & Programming / cursor visability bug
« on: Jul 20, 14, 11:18:45 AM »
i use SetCursorVisibility() to turn the cursor on and off . however if i minimize the client and it losses focus , when i come back to the client the cursor no longer hides.  does anyone else get this bug?

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