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Topics - AWW_boss

Pages: [1] 2 3 ... 11
1
Developer Created Tutorials / Example detection with raycast
« on: Nov 23, 15, 11:04:01 PM »
Due to request from some developers i'm gona copy/paste this code snippet. I use this snippet to detect ground proximity in my game with aircrafts. It basically takes a player characters, spawns raycasts in several directions around it and if the distance to heightmap is less than some arbitrary distance (i calculate this distance from aircrafts speed and acceleration) then i set ground proximity to be true.

Code: [Select]

method DetectGroundProximity ()
 
  char as NodeRef = me._accControllerOwnerRef
  pos as Vector3
  GetNodePosition(char,pos)
 
  leftVector as Vector3
  GetNodeForwardVector(char,leftVector)
  upVector as Vector3
  GetNodeUpVector(char,upVector)
 
  vectorList as List of Vector3
  forwardVector as Vector3 = RotateVector(leftVector, (0,-90,0))
  add back forwardVector to vectorList
  rightVector as Vector3 = RotateVector(leftVector, (0,-180,0))
  add back rightVector to vectorList
  backwardVector as Vector3 = RotateVector(leftVector, (0,90,0))
  add back backwardVector to vectorList
  downVector as Vector3 = RotateVector(upVector, (180,0,0))
  add back downVector to vectorList
  leftDownVector as Vector3 = leftVector + downVector
  add back leftDownVector to vectorList
  forwardDownVector as Vector3 = forwardVector + downVector
  add back forwardDownVector to vectorList
  rightDownVector as Vector3 = rightVector + downVector
  add back rightDownVector to vectorList
  backwardDownVector as Vector3 = backwardVector + downVector
  add back backwardDownVector to vectorList
 
 
  excludedNodes as List of NodeRef = MUD_ExternalFunctions:MUD_GetClientCharacters()
  add back char to excludedNodes
  //excludedNodes as List of NodeRef
  //add back myAccount to excludedNodes
 
  distance2Ground as Float = 30
  stoppingDistanceMultiplier as Float = 1
  groundProximityDetected as Boolean = false
  loop i from 1 to vectorList.length
    intercept as Vector3 = (0,0,0)
    meshName as String = ""
    hit as NodeRef = Raycast3D(pos, vectorList[i], excludedNodes, distance2Ground, intercept, meshName)
    if (hit <> None)
      where hit is kindof heightmapnode
        if(distance2Ground < (me.MUD_ACCCStoppingDistance * stoppingDistanceMultiplier))
          groundProximityDetected = true
        .
      .
    .
    //reset distance
    distance2Ground = 30
  .
 
  if (groundProximityDetected == true)   
    me.MUD_ACCCGroundProximityDetected = true
  else
    me.MUD_ACCCGroundProximityDetected = false
  .
 
.


2
General Discussion / Script backup
« on: Nov 01, 15, 01:58:09 AM »
Does anyone know if there is a simple way to "download" HSL scripts for backup? Perhaps they're stored somewhere in the repository browser?

Cheers

3
Scripting & Programming / MeshAssetSpec unknown Property
« on: Oct 29, 15, 12:47:17 AM »
I'm getting these errors from static assets i bought on turbosquid. Does anyone know how do i get rid of these (using 3ds max for example):

06:40:30: ERROR:System:[\character\angryflybattleshipfighter1.hgm] MeshAssetSpec unknown Property: siup_DefaultName = false
06:40:30: ERROR:System:[\character\angryflybattleshipfighter1.hgm] MeshAssetSpec unknown Property: siup_fSel_Triangles = #{38, 44, 57, 79..82, 104, 119, 144, 152..155, 212, 214, 220..223, 316, 318, 359..362, 368..379, 382, 384, 407, 429, 431, 443..446, 472, 474, 483, 485, 497, 500..505, 521, 524..525, 531, 538, 556, 559, 570, 574..575}
06:40:30: ERROR:System:[\character\angryflybattleshipfighter1.hgm] MeshAssetSpec unknown Property: siup_fSel_NGons = #{}
06:40:30: ERROR:System:[\character\angryflybattleshipfighter1.hgm] MeshAssetSpec unknown Property: siup_NumErrors = 2
06:40:30: ERROR:System:[\character\angryflybattleshipfighter1.hgm] MeshAssetSpec unknown Property: siup_vSel_Isolated_Verts = #{}
06:40:30: ERROR:System:[\character\angryflybattleshipfighter1.hgm] MeshAssetSpec unknown Property: siup_vSel_Overlapping_Verts = #{}
06:40:30: ERROR:System:[\character\angryflybattleshipfighter1.hgm] MeshAssetSpec unknown Property: siup_fSel_Overlapping_Faces = #{}
06:40:30: ERROR:System:[\character\angryflybattleshipfighter1.hgm] MeshAssetSpec unknown Property: siup_mSel_Overlapping_UV_Faces = #{}
06:40:30: ERROR:System:[\character\angryflybattleshipfighter1.hgm] MeshAssetSpec unknown Property: siup_fSel_Flipped_Faces = #{}

4
Scripting & Programming / simple geometry? how to rotate vector
« on: Oct 13, 15, 01:12:39 PM »
I got a bone rotation vector which has a rotation for example this:
(90,-145.413,0)  ---> i guess this is a (pitch,yaw,roll) format, in degrees

I want to apply rotation to this bone rotation , i.e rotate it for another  (-90,0,0) in its "local" space.

What is the math behind this??? Note that i do not want to rotate an object or bone, i just want to calculate the result of this operation.

5
Art & Art Pipeline / billboard particles dynamics
« on: Aug 25, 15, 01:25:46 AM »
Before i dig deep into the particle system.

Is it possible to spawn a billboard particle and then dynamically adjusts its
a) rotation
b) position
c) scale

I need to be able to adjust all three.

6
Can't hit save, is ignored.

7
Hi! I cannot set Destination Field (Client) in server DOM more then once. I can set it once, but then i have to restart the client.

Since setting up replication fields is one of the basic coding tasks, could you please prioritize fixing this bug?

Also, i should be able to copy/paste the value in Destination Field (Client) instead of going through the drop down list.

8
Art & Art Pipeline / Glow mask + specularity
« on: Aug 08, 15, 02:23:51 AM »
Hi!

I have a hero material that is applied to a static character which represents an aircraft.
I checked the "Specular in alpha channel of Normal" and i get specularity working correctly.
Next thing, i wanted to make some parts of the aircraft engine glowing, so i checked the "glow mask" radio button and applied an alpha mask.

Now I get glow working correctly but the specularity is no longer working.
Is this supposed to be like this? That you cannot have one material be both glowing in some parts, and specular in other parts?

Or it is some kind of a bug.

10
Art & Art Pipeline / Some errors on 3rd party models
« on: Jul 28, 15, 04:52:50 AM »
Hi!

Can someone tell me what could be the reason for these strange model errors that i bought from some 3rd party provider?
And how do i fix them...

In game
https://dl.dropboxusercontent.com/u/79625595/in_game.png

In hero viewer
https://dl.dropboxusercontent.com/u/79625595/out_game.png



11
I get these. Reported as crash 9640.

Best regards

12
Off Topic / How do i find alpha testers?
« on: Jul 04, 15, 01:26:20 AM »
Hi!


I'm having problems finding a single tester to test out my game *rolls his eyes*. Is there some kind of an art to it? Can someone please write me a cookbook, or point to a good reading material?

Cheers

13
Hi!

I noticed this potential bug that potentially was introduced with one of the quartz updates.

Please tell me if there is even a slightest possibility that the bug was introduced by your updates, and not my code, because it's hopeless and i hit a wall.


i have two player characters each of them on one side of the seamless stitch. One of the characters just logged on. This is important, cause it's the only time i see this error. As the result:

1. the characters cannot see each other
2. the server becomes unresponsive, like it hit an endless loop or something
3. ocasionally i see these messages popping out

Code: [Select]
[hsl_error] 9223372111486664383,2: [N44E015_downleft] SCRIPT ERROR: DebugSystem: Throttling additional debug messages for the next 3 seconds as this area(N44E015_downleft) has attempted to send in execess of (600) messages (biggest offending systems are: _remotecallfailure [600], none [], and none []).  See error stack for the script that may be causing this problem...
Time:06/16/2015 19:33:51 UTC
Call trace:
  Script _DebugClassMethods line 529 me[9223372116622664309]
  Script _DebugClassMethods line 388 me[9223372116622664309]
  Script _DebugClassMethods line 576 me[9223372116622664309]
  Script _DebugClassMethods line 610 me[9223372116622664309]
starting method/function _CLIENTREMOTECALLFAIL
starting me[id=9223372116622664309 class=_Debug]
[hsl_error] 9223372111486664383,2: [N44E015_downleft] SCRIPT ERROR: DebugSystem: Throttling additional debug messages for the next 3 seconds as this area(N44E015_downleft) has attempted to send in execess of (300) messages (biggest offending systems are: _remotecallfailure [300], none [], and none []).  See error stack for the script that may be causing this problem...
Time:06/16/2015 19:33:53 UTC
Call trace:
  Script _DebugClassMethods line 529 me[9223372116622664309]
  Script _DebugClassMethods line 388 me[9223372116622664309]
  Script _DebugClassMethods line 576 me[9223372116622664309]
  Script _DebugClassMethods line 610 me[9223372116622664309]
starting method/function _CLIENTREMOTECALLFAIL
starting me[id=9223372116622664309 class=_Debug]


Thanks in advance

14
So far i got this

Code: [Select]
//whoIsAwareOfMe
  whoIsAwareOfMe as List of ID
  sas._SAS_QueryBySubject( me.GetMyAccount(), whoIsAwareOfMe )


This piece of code makes my char cloaked

Code: [Select]
      me.MUD_characterPcIsCloaked = true
     
      loop i from 1 to whoIsAwareOfMe.length
        sasEntity as NodeRef = whoIsAwareOfMe[i]
        if (sasEntity <> None)
          where sasEntity is kindof E_playerAccount
            //make me invisible to sasEntity
            me.GetMyAccount()._getReplicationGroup(true)._removeClientDestination(sasEntity)
          .
        .
      .
      me.ConsoleMessage("You start cloaking.")

I also added this to HE_SO_entered and HE_SO_appeared

Code: [Select]
  sas as NodeRef of Class _SpatialAwarenessSystem = awarenessSystem
 
  subject as NodeRef = subject_ID
  println(IsProxyNode(subject))
  if subject <> None and not IsProxyNode(subject)
    where subject
      is kindof _PlayerAccount
        subjectCharacter as NodeRef of Class MUD_playerCharacter = subject.GetMyChar()
        if (subjectCharacter.MUD_characterPcIsCloaked == false)
          //make subject visible to me
          subject._getReplicationGroup(true)._addClientDestination(me,me)
        .
      .
    .

   return true

15
I know i have been bringing this up throughout the years, but this issue is still valid and very annoying.

In my particular case, i now have 16 seamlessly connected areas. When i try to teleport with $Travel._ChangeAreaRequest between the 2 random non-neighboring areas, heroblade client tends to hang a lot. By hanging i mean getting a black screen and destination area not possible to load. I see no errors nor anything which would point me to how to tackle this.

Cheers

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