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Messages - Erik

Pages: [1] 2
1
Scripting & Programming / Re: $EDIT - how to do it
« on: May 11, 12, 01:26:22 PM »
To get the current room (on the client, of course):
  • Know that the method $BASECLIENT._Room_Activate is called from c++ every time it is detected that you should be in a different room than the one you were previously in
  • Know that _Room_Activate then calls $BASECLIENT._SetRoomName, which will store the name of the current room in the field _roomName(
  • Know that you can use this room name when making $EDIT requests back up to the server

Thanks Jay.. I was assuming _SetRoomName was used to write to the room's field.. I'll give that a go :)

2
Scripting & Programming / Re: Spec Decorator help
« on: May 10, 12, 01:22:58 PM »
Whoa, nice one LastJudge - didn't even think to click the Glom button.

When I try to add the Spec Class Looks like it's conflicting and never gets Glom'd. At least i'm a step further though  ;)

..Also, make sure the decorator is added to the list of valid decorators for the spec

3
Scripting & Programming / Re: $EDIT - how to do it
« on: May 10, 12, 11:02:03 AM »
Ok.. well all of that aside, I've made some progress. Here's where I'm at now if anyone can help:

**Having difficulty figuring out how to reference the player's current room for use with $EDIT.AddInstance

Code: [Select]
// Method to create an instance of this object from command
untrusted remote function addItem(account as ID, character as NodeRef of Class E_playerCharacter, areaID as String, charposition as Vector3, objName as String) //objName is currently irrelevant, but should eventually be the item script.
  var item =  CreatePersistedNodeFromClass("BaseWeapon")
  areaName as String = GetAreaName( areaID )
  //How do we reference the player's current room?!! account._GetRoomName() doesn't seem to work as expected.
  roomName as String = "default"
  fields as List of String
  values as List of String
  raw as RawData
  println("Account: "+account+", Area: "+areaID+", areaName: "+areaName) //DEBUG: Make sure all values populate correctly.
  Instance as NodeRef = $EDIT._AddInstance(GetAssetFromScript(objName), item, roomName) //Add an instance of the item
  println( "Added "+item+" to area: "+areaName)

  add back "Position" to fields
  add back charposition to values
  $EDIT._EditCMDSetInstanceProperties(account, "", item, fields, values, raw )
.

Produces the following error:
Code: [Select]
[hsl_debug] 0,0: SCRIPT[ItemSpecClassMethods]: Account: 9223372055738021533, Area: 9223372057627021527, areaName: The Great Divide
[hsl_error] 0,0: [World] SCRIPT ERROR: Edit: AddInstance called but was unable to find the specified room: default
05/10/2012 17:21:56 UTC
Call trace:
  Script _EditHandlerClassMethods line 1304 me[id=9223372058132021530 class=_EditHandler,E_EditHandler]
  Script ItemSpecClassMethods line 14 me[0]
starting method/function ADDITEM
starting me[id=0 invalid]

remote call from originating script cmdCommands function HE_ProcessCommandInput node 9223372058140021540 area 9223372057627021527 instance 0

If I attempt to use account._GetRoomName(), it returns the following error:
Code: [Select]
[hsl_error] 9223372057627021527,0: [The Great Divide] SCRIPT ERROR: The method _GETROOMNAME was not found on any of the classes on the node [id=9223372055738021533 class=E_playerAccount,_HeroBladeUser].
05/10/2012 17:24:41 UTC
Call trace:
  Script cmdCommands line 78 me[9223372058140021540]
  Script commandHQ line 360 me[9223372058140021540]
  Script _CommandHandlerClassMethods line 144 me[9223372058140021540]
starting method/function _PROCESSCOMMAND
starting me[id=9223372058140021540 class=_CommandHandler]

4
Scripting & Programming / Re: $EDIT - how to do it
« on: May 08, 12, 02:16:07 PM »
Thanks for the response, but I wasn't looking for your game-specific code.. I have been working on an almost identical method to allow 'Editors' command input functionality for fast/easy object(with glommed classes) implementation.

Currently, I have an input command "/additem <itemname>" implemented, along with a basic item structure: ItemSpecOracle (per the wiki/forum guides), from which BaseItem is derived.

On the server side, I have the following functions in the BaseItemClassMethods (which the input command calls)

Code: [Select]
// Method to create an instance of this object from command
untrusted remote function addItem(account as ID, character as NodeRef of Class E_playerCharacter, areaID as String, charposition as Vector3, objName as String) //objName is currently irrelevant, but should eventually be the item script.
  areaName as String = GetAreaName( areaID )
  fields as List of String
  values as List of String
  charPos as Vector3 = charposition // char.GetPosition() //SYSTEM.REMOTE.CLIENT.GetPosition()
  raw as RawData
  println("Account: "+account+", Area: "+areaID+", areaName: "+areaName) //DEBUG: Make sure all values populate correctly.
  Asset as NodeRef of Class AreaAsset = $EDIT._AddAsset(GetAssetFromScript(objName)) //Define the art asset to use for the object
  Instance as NodeRef = $EDIT._AddInstance(Asset,"ItemSpec", areaName) //Add an instance of the art asset
  println( "Added "+objName+" to area: "+areaName)

  add back "Position" to fields
  add back charPos to values
  $EDIT._EditCMDSetInstanceProperties(account, "", Instance, fields, values, raw )
.

function GetAssetFromScript(objName as String) as String
  //objName should be the item script
  //TODO: Incorporate Item functions for getting/setting art assets from the item script.
  //artAsset = objname+"ClassMethods":GetAsset()
  //return artAsset
  return "\world\livecontent\resources\grenmeerlowlands\maingate_guardtower_gothic01.gr2" //use the gothic tower asset for testing
.

The problem I appear to be having is in reference to addAssociation; a missing parameter somewhere.. here's the Chat output:

Quote
[hsl_debug] 0,0: SCRIPT[BaseItemClassMethods]: Account: 9223372055738021533, Area: 9223372057627021527, areaName: The Great Divide
[hsl_error] 0,0: [World] SCRIPT ERROR: In function addAssociation: Parameter 1 not allowed to be NONE
05/08/2012 19:15:35 UTC
Call trace:
  Script _EditHandlerClassMethods line 4162 me[id=9223372058110021530 class=_EditHandler,E_EditHandler]
  Script BaseItemClassMethods line 10 me[0]
starting method/function ADDITEM
starting me[id=0 invalid]

remote call from originating script cmdCommands function HE_ProcessCommandInput node 9223372058118021540 area 9223372057627021527 instance 0

Line 10 of BaseItemClassMethods is:
Code: [Select]
Asset as NodeRef of Class AreaAsset = $EDIT._AddAsset(GetAssetFromScript(objName))
Any assistance/input anyone can provide would be greatly appreciated!
-Thanks

5
Scripting & Programming / Re: $EDIT - how to do it
« on: May 06, 12, 11:45:17 AM »
Can you share the code, please? I've been fighting with a very similar issue..

6
*facepalm*  ..didn't event cross my mind that it wouldn't accept non-alpha values.. thanks!  lol

7
Scripting & Programming / [SOLVED] GUI texture issue
« on: Dec 18, 11, 01:37:57 PM »
Just to follow up, this was a code issue in the ClassMethods of the GUI in question.. so when it would try to update other controls, it would throw a silent error; and thus not proceed to updating the additional controls.
-Solved  :)

8
When attempting to add a new Enumerator via the DOM Editor or CLI, using the following resources;
http://hewiki.heroengine.com/wiki/Enum#Example
http://hewiki.heroengine.com/wiki/Technical:Node_Creation
http://hewiki.heroengine.com/wiki/Technical:CLI#Example_Usage
http://hewiki.heroengine.com/wiki/Technical:CED

We receive the following error:
Code: [Select]
9223372057824021522GOM::addEnumDef (2060): allocation of new HeroEnumDef failed: with ConstructionException message 'enumerated identifier invalid'"Enumeration Created ID: 9223372057824021522 Name: "view_mode" Description: """
When attempting to add additional values in the DOM Editor, it does not allow the 2nd parameter (decimal value) to be defined.. I'm not sure if this was intentional or not.

Format of CLI:
| CED view_mode; FPS 3PS TOPDOWN
| CED "view_mode"; "FPS" "3PS" "TOPDOWN"


..Also tried creating the Enum with 1 possibe value (which it DOES allow:
Code: [Select]
12:22:01: |CED view_mode; FPS
12:22:01: CED OK 9223372057824021524 : "Enumeration Created ID: 9223372057824021524 Name: "view_mode" Description: """
) and then adding additional values via:

| medav view_mode; FPS 3PS TOPDOWN
| medav view_mode; 3PS TOPDOWN

..which produce:

Code: [Select]
12:24:21: | medav view_mode; FPS 3PS TOPDOWN
12:24:21: MEDAV ERROR 9223372057824021524GOM::checkEnumDefChange (2327): Duplicate enum value."Modified Enum Definition ID: 9223372057824021524 Name: "view_mode" Description: """

Code: [Select]
12:24:58: | medav view_mode; 3PS TOPDOWN
12:24:58: MEDAV ERROR 9223372057824021524GOM::addEnumDefValue (2631): HeroEnumDef::addEnumeratedValue error: Failed to add a Value to the Enum; duplicate or invalid value encountered."Modified Enum Definition ID: 9223372057824021524 Name: "view_mode" Description: """

9
Developer Hero Projects / Re: Star Wars: The Old Republic
« on: Dec 13, 11, 08:49:42 PM »
If you haven't heard of this game you should check it out, and then move back to the planet Earth.

http://www.swtor.com/



Awww, crap.. they copied my actionbar!  Back to the drawing board  ..lol, j/k :P

10
To be more specific, or provide additional reference..

http://hewiki.heroengine.com/wiki/Arrival_path

11
Scripting & Programming / Re: Capturing ViewPortSize event
« on: Dec 11, 11, 09:12:18 AM »
Hmmm.. we'll give it a go and see what we can accomplish with that. Thanks again.

12
Scripting & Programming / Re: Capturing ViewPortSize event
« on: Dec 10, 11, 10:57:20 AM »
Thanks for the input, Scott

What we are looking to react to is when the viewport (screen size) is changed.. not necessarily a GUI/control.
e.g. minimize/maximize is clicked, tool windows are opened/pinned, etc. - the primary view is resized; this is what we're looking to capture.

Will the onLayout method capture this event from any location?

13
After having searching through the scripts, forums, and wiki.. I was unable to determine how/when an event might be captured for when the game viewport is resized.. any input would be appreciated.

Code: [Select]
onViewPortSizeChanged()
  do this...

14
Art & Art Pipeline / Re: Batch Exporting Animations
« on: Dec 09, 11, 02:43:33 PM »
So is there a more solid reference on Dynamic Character implementation than this? Peachpuff here, has been sifting through document after document trying to figure differentiate between methods for static and dynamic exporting, and procedures for each.. obviously some have been able to piece it together, but tbh, the documentation we've found thus far seems fragmented and even sometimes misleading.. (hence the above)

15
Developer Job Board / Ghostly Studios
« on: Dec 08, 11, 10:46:34 PM »
Ghostly Studios (Indie)

Ghostly Studios has been in the pre-development (storyline, concept, and planning) phase of our first major title (MMOFPSRPG Hybrid) for a while now. Beginning basic prototypes, development and implementations, we are seeking a few highly motivated individuals to compliment our existing team; and hopefully to help expedite the development process.

Our current development team consists of (3) Programmers/Scripters, (1) 3D Modeler/Animator, (3) Concept Artists, (2) Writers, (1) Audio/Sound Engineer, and of course the 'Executive' team.. producers/directors, etc.

The roles we are currently seeking to fill; and compliment our existing team; include:

HSL Programmers (2-3)
3D Modelers/Animators (2-3)
Texture Artist (1-2)
World Builders (Terrain and Texturing) (2-3)

Please note, this is currently an Indie Studio; and as such, is currently unfunded. Future salaries and incentives may be discussed/contracted during onboarding discussions, though are not currently guaranteed until publish. All 'new hires' are required to sign and submit a legally drafted NDA (Non-disclosure Agreenment) prior to being granted access to any assets or production-specific information (IP).

Interested parties should plan on spending a minimum of eight hours per week on production. We are, of course, understanding of personal circumstances and will make exceptions as necessary. We are are seeking motivated individuals ready to set foot in the gaming industry and craft a solid foundation for the next generation of gaming; perhaps you might be part of the next 'big thing'..

If interested, please feel free to contact me directly, or e-mail hr@ghostlystudios.com

Thank You.
-The Ghostly Studios Team

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