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Messages - FI-ScottZ

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We have a number of assets in a particular room.  The Room Visibility Mode shows the bounding box around them correctly, and with "Auto" on for the Room Panel they correctly appear/disappear when the camera moves in or out of the box.

When we add a new model to the room or move an existing one, the Visibility Mode shows the new bounding box looking correct, but the Auto show/hide still happens based on the old box.

I even tried the Update BB button of the Area panel, which the wiki says is no longer used, but to no avail.  Is there something in particular to do to get the room show/hide to use the new box?

Design & World Building / [Resolved] Area Duplication
« on: Dec 17, 10, 05:56:14 PM »
Is there a way to duplicate an area?  Given that an area is so easy to change, it is also easy to mess up, and Undo can't always fix it.  It would be nice if once an area is at a good, stable point then it could be copied so the other area can act as a backup in case of catastrophe.

Scripting & Programming / Re: Prototypes vs Classes
« on: Dec 15, 10, 12:38:38 PM »
Thanks, Christopher.  From the wiki, I was thinking that the prototype was serving as the system node since it is a node itself, but I see now that a separate node is created when first referenced in an area.  Makes sense now.

Scripting & Programming / Re: Prototypes vs Classes
« on: Dec 15, 10, 11:16:53 AM »
A few other things:
  • I understand all System Nodes are prototypes, but then are all prototypes necessarily Systems Nodes?
  • The organizer has tabs to list protoypes, but it doesn't let you see the values set in them or edit them.  Is there a prototype editor, or can that only be done through the CLI?
  • I have been reading about DOM coordination and how it is impractical to add/delete/modify prototypes while the game is being played.  Presumably, the game would have to be taken down for maintenance to do those things.  Would glomming a class onto a prototype also require DOM coordination?

Scripting & Programming / Re: Prototypes vs Classes
« on: Dec 15, 10, 01:52:22 AM »
From what I've read, HeroScript does not have anything for constructors or destructors, so if you create a node from a class, all of the fields have empty values.  A prototype can have values set in it, so when you create a node from a prototype, the node will have those values.  Thus, a prototype effectively acts as a constructor.  There may be other points to them as well, but this is how I have been thinking of them.

GUI Creation / Re: Spec GUI customization
« on: Dec 08, 10, 02:51:50 PM »
That is a very interesting command script.  It seems, however, that it requires more than 2 arguments as is checked for at the beginning?

Scripting & Programming / Re: inheritance vs glomming
« on: Dec 07, 10, 12:14:48 PM »
Cool, thanks for that.  That definitely clears some things up.  For what we are doing, it is not as complicated as that, more like an example I read now that was given of a child class of itemSpec called weaponSpec so that may be where we go.  But this is good food for thought in other areas where we want to combine different combinations of types.

Art & Art Pipeline / Re: Asset Repository Clearing
« on: Dec 07, 10, 11:10:18 AM »
OK, I guess what I had read probably referred to the Hero's Journey assets then, while the clean engine assets are fine to stay.  Thanks again. :D

Art & Art Pipeline / [Resolved] Asset Repository Clearing
« on: Dec 07, 10, 09:07:09 AM »
We are just now starting to be ready to put items in our repository and I want to be sure we put them in the right place.  It seems as if the engine looks for certain items in certain places, such as characters and decals.  I would prefer to be able to place all of our own assets into our own folder under HE, to keep our assets separate from those the clean engine came with.

The reason being, if I recall correctly, when we ship our game, we cannot have the assets that came with the clean engine in it.  It would be much easier to be able to delete them if they are all outside of one folder as opposed to our assets being intermingled with the default ones.

So, I guess I would like to know how much of the repository structure is required to be as is, versus how much we can set the structure as we see fit.  If it is best to keep the structure as is, I guess we will just look to remove the initial assets right at the start.

Thank you.

Scripting & Programming / [Resolved] inheritance vs glomming
« on: Dec 07, 10, 08:22:55 AM »
I am looking to add methods to a node, specifically a spec prototype.  I am used to extending classes via inheritance, but this glomming idea is new.  I can see how I can either add things in a child class, or glom a class onto the prototype and either should work, I think.

Can you recommend any particular reasons to choose one vs the other?  The only one I can think of is that glomming is done onto individual nodes rather than a whole class, but since this is a prototype, it doesn't matter.


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