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Messages - Grogard

Pages: 1 [2] 3
16
Scripting & Programming / [Resolved] Custom _PlayerAccount class
« on: Jan 14, 13, 10:40:46 PM »
Hello.

1. I have DM_PlayerAccount that is child for _PlayerAccount.
2. I have the server prototype DM_Account_Prototype - created from the class DM_PlayerAccount;
3. I have the server class DM_Account that is the $ACCOUNT.

I have the method in the DM_Account:
Code: [Select]
method HE_UsePrototypeForAccountRootNode( prototypeName references String ) as Boolean
  //prototypeName = "e_account_prototype"
  println("HE_UsePrototypeForAccountRootNode")
  prototypeName = "DM_Account_Prototype"
  return true
.

But println in this code never display. Why?

And i have DM_CharacterSelectionSystem server class with method:
Code: [Select]
unique method cssSetLoadInTestArea( account as NodeRef of Class _PlayerAccount, loadTest as Boolean )
  println("cssSetLoadInTestArea")
  where account
    is kindof DM_PlayerAccount
      println("cssSetLoadInTestArea::loadTest")
      account.dmLoadInTestArea = loadTest
    .
  .
.
In this code the println never pring too. Why?

17
Hello.

I need to overwide _PlayerAccount prototype while CharacterSelectionSystem.

so i need to create Server Prototype from my class DM_PlayerAccount (impl _PlayerAccount), so how can i do this, if i do this operation with the command:
Code: [Select]
CPFC - Create Prototype from Class

It created but i cant see it on the Server Prototype Screen.

What i do wrong?

18
Scripting & Programming / Re: No target system
« on: Jan 14, 13, 02:46:04 AM »
For example I hurl fireball can I have region wind / gusts effect applied to it. I know there are ways to do it but thoughts on an efficient direction to take that?

Any idea how implement this?

19
Scripting & Programming / Re: No target system
« on: Jan 14, 13, 02:45:01 AM »
Also, keep in mind, that in most "no target" MMOs, they just simply don't require a target for most of the skills, so that the skills become all AOE, all cones, etc. But they actually haven't gotten rid of the target system, it's still there, it's just a passive target system instead of an active target system. Then it's just up to the designers to decide whether they want to display the target in the UI.

Do not agree, I have a bow and shot them to him. Boom just flies opredlennoe distance, and then it is not very. The efficiency depend on how much distance it flew to hit. In this case, where the pseudo system? - I shoot wherever I look and nothing more.

20
You need to create a prototype of your new account class and destroy your account root node.

How can i do this?

21
How to create Server prototype from class pernament for DM_PlayerAccount class for example?

22
Thanks.

But i try to do this:
"20:50:07: /CPFC "DM_PlayerAccount", "DM_Account_Prototype"; description="prototype from which account nodes are created."
20:50:07: System:CLI command /CPFC "DM_PlayerAccount", "DM_Account_Prototype"; description="prototype from which account nodes are created.".
20:50:07: System:CPFC OK 1000001569 : "Created Prototype ID: 1000001569"
20:50:19: /qp DM_PlayerAccount
20:50:19: System:CLI command /qp DM_PlayerAccount.
20:50:19: System:QP LISTBEGIN 0 : "Prototype ID, Name, Description: "
QP LISTELEMENT 0 : "ID="1000001569" NAME="DM_Account_Prototype" DESCRIPTION="prototype from which account nodes are created.""
QP LISTEND 0 : "End of Prototypes""

But this is only in the console. How create server prototype from my class? $( Can you decribe in details. In the forum there is only global not in details $(

23
Hello.

I want after character selection logon to the custom area. Selected on the Select Character Screen.

So what i was done. I created code copyed from _cssLoadInCleanTest.

I created new field on my DM_PlayerAccount. But when i try to set this field on the server side:

Code: [Select]
unique method cssSetLoadInTestArea( account as NodeRef of Class _PlayerAccount, loadTest as Boolean )
  println("cssSetLoadInTestArea")
  where account
    is kindof DM_PlayerAccount
      println("cssSetLoadInTestArea::loadTest")
      account.dmLoadInTestArea = loadTest
    .
  .
.

This code "is kindof DM_PlayerAccount" never TRUE. Why? I have the class DM_PlayerAccount parent class set to the _PlayerAccount in what place i must say to use DM_PlayerAccoutn class?


If i Rigth understande I need the system tell that my playeraccount class is DM_PlayerAccount. But in what place i must do this?

24
Hello.

I have the class what implementing CSS.

I try to implement method HE_CSSSelectLastAreaInstance but i get this expeptions whyle compiling "Signature doesn't match other shared functions/methods"

My code is:
Code: [Select]
method HE_CSSSelectLastAreaInstance( account as NodeRef of Class _PlayerAccount, lastAreaID references ID, instance references String )

What i do wrong?

And second question is. I have my impl. of the PlayerAccount how can i cast in to the XX_PlayerAccount?
Code: [Select]
dmAccount as NodeRef of Class DM_PlayerAccount = account;

25
Hello.

Can somebody help me. I want to make the area1 - ground - as area before entering to the dungeon. And Area2 the dungeon. Link it with Seamless.

What i need: Area1: mountain and the enter to the dungeon - Area2.

How can i do this? How to create undeground level? Maybe already exist some tutorial or other informatio about this? Or somebody can tell me what i need to read on wiki?

Thanks.

26
Scripting & Programming / Re: No target system
« on: Jan 09, 13, 03:36:24 AM »
Oh. I think my path is to FPS Demo $)

27
In dom also created Prototype object, for GUI at exmaple.

Simple script with oit DOM can contains some utility functional.

28
Scripting & Programming / No target system
« on: Jan 09, 13, 03:01:55 AM »
Hello to EveryBody.

We want to implement no target system in our game. In what side we must look - maybe some article of something like this for implementation this system under HE? all examples base on target system $(

29
Scripting & Programming / [Resolved] _closeWindow don't work
« on: Jan 07, 13, 09:17:36 AM »
Hello.

I have the modal window, that open from other window:
I have two buttons: Close and Logoff and I havethe next code:

Code: [Select]
public function Open() as NodeRef of Class GUIControl
// typically args["names"] will contain a list of character names to populate the control
//   additional information may be included depending on game specific implementations
//
// called from $CHARACTERSELECTIONSYSTEM._CSSInvokeGUI
  //$GUI._clearGUI()
  wndMainMenu as NodeRef of Class GUIControl = CreateNodeFromPrototype( "DMWndMainMenu" )
  wndMainMenu.build = true
  wndMainMenu.centerControlOver( 0 )
  wndMainMenu.createModalDialog(None)
 
  return wndMainMenu
.

//Button callback
method _OnButtonMouseClick(button as NodeRef of Class _GUIButton, args references Class GUIMouseEvent)
  when button.name
    is "btnReturnToGame"
      println("btnReturnToGame pressed")
      me._closeWindow()
    .
    is "btnExitGame"
      println("btnExitGame pressed")
      SendCommand("/exit")
    .
    default
      ScriptError( "Unknown button: " + button.name + "." )
    .
  .
.


But the "me._closeWindow()" and "SendCommand("/exit")" don't work. WHY?

30
Hm.
It's look like hack. DOn't want to use hack (

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