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Messages - harshman_chris

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I am sorry, I must have forgotten on this one, I will make a note to come back and remedy this asap.

when you build the fmod files there is a option to create a info file with it , the paths are included in this

there are some good fmod video tutorials that helped with the export process , if i remember right.

So would I use that file path as the FQN

Check the wiki entry for sound, it will show you what a sound FQN is, and explain how the wiki, since there are multiple versions of the engine, won't always show you the FMOD specific information, but that if you're using the cloud you'll always be using FMOD for sound.

Alright I know what the FQN is now, but that still leaves a lot of unanswered questions.

For starters since I am only suppose to upload the fev and fsb file to the repo and upload them, how do I tell it which sound to play in the file?

That is in addition to the other questions I asked beside FQN


Can someone explain to me what each option in the PlaySound State Action Editor does.

There are a few fields and the wiki is outdated and I am not sure what fields mean.

Target Node : Is this the sound object that we place on the map, or the node we want the sound played to be positioned from.
Sound FQN : I do not know what this is.
Sound Size : What does each value mean in terms of size.
Delay Action By: This is basically how long before the action will play
Abort Behaviour: I am not sure what each of these options mean.

Also are sounds 3D position or 2D effects.

Scripting & Programming / Re: Retrieve an Object from its State?
« on: Sep 01, 13, 05:40:31 PM »
When you look at object what does it contain?

look at it where? in the code or in the editor?
What I am looking to do is:

Code: [Select]
state as NodeRef of Class _StateObject

Get the node that is linked to this object, using the link button in the State Editor.
As far as I can tell, it runs this code when I click the link button.

Code: [Select]
state._SwapStateBaseHardAssociationToTarget( statefulObject )

So I guess I need to get the association of the state?
I think I am on the right path now.


So it is actually $STATES._linkStateToNodes that the button uses. I want to get the _statefulObject which was GLOMED to the object I wish to access in a safe way and not using QueryNodes which apparently we should avoid.

At this point I am almost considering editing the _statefulObject to store the GUID attached to it. It seems that _statefulObjectKey is never actually used, is that suppose to the object that the class is GLOMED to?


So I have object and a State, everything about the creation of the State is working now, I also used the Link button in the State Editor.

I am trying to use this bit of code below to retrieve the object GUID, but it returns 0. So either this is not how you get the object associated with the State, or I am doing this wrong.

Code: [Select]
object as NodeRef of Class _statefulObject = state._getStatefulObject()
myTower as NodeRef of Class TSMS_Tower = object._statefulObjectKey

So how exactly should I do this?

On the wiki the object that has states attached is referred to a Stateful Object, which is why I use the above code to get the Stateful object key, but it returns 0 for the key.


So to do this you need to do this

Code: [Select]

areaStates as NodeRef of Class _StateObjects = $STATES._GetStatesNodeByClass( "_areaStates" ) 
state as NodeRef of Class _StateObject = areaStates._GetStateByName( "{NAME}" )
object as NodeRef of Class {CLASSNAME} = state._getStatefulObject()

Did you set a default state? if not then you have to have NotSet state in the list of states and animate from it.

I did set a default state with one I created


So I Started playing around with the state system using the wiki, everything is working fine until I clicked "Add" under transitions and this error popped up.

Is there something I am missing on how to add transitions?



RESOLVED: Do not delete the NOTSET state, I am not sure why I deleted it, but definitely do not ever delete it. Luck for me you can just add it back in quickly.

Thanks, States seem exactly what I want, I even remember reading about them but I must have forgotten.

What I need is to access the object as well so I can change those properties.


So I have a trigger and inside the trigger is an Object which I want to change properties like colour and material overrides from the server while the game is running. First I also need to know how to query the object in a way that is ok for production code.

What is the best way to go about doing this so that I can change the model inside the trigger.



How do I create a new instance of an area, and send the player there?

Once I am in the area what is the best way to teleport the player right away so it looks like they loaded into that spot. Where would I write the code for this?

Thanks in Advance

Edit: I solved many of the problems I was having.


I am wondering how I can make a chat message sent via a script appear in the world chat box and not only in the editor chat box.

I am using $CHAT.ChatList, and messages send I see them in the editor chat window, but not in the world chat window.

Do I need to supply a channel for it to show up?


Thank you.


Right now I am using a box that is flatten out on one axis and increased in size on the other two, like a wall, and this particular, isn't that big but has a lot of tight corners and we do not want to players being able to run up the canyon walls, it is an old school method, but we are just learning the engine and we are not sure of any other way to limit where the player can go without using objects, either invisible or visible.

If there is a better way I would love to know how.

I am curious as to why the arbitrary cut off for the properties to turn off?

As a side note it would be nice if we could shift-click through the asset menu to select a range of objects.

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