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 1 
 on: Apr 18, 18, 06:28:29 AM 
Started by Eric_Matyas - Last post by Eric_Matyas
Greetings Everyone,

I have a bunch of new free tracks that need good homes in your projects:

On the Puzzle Music 3 page:
"Puzzling Curiosities" (looping)
http://soundimage.org/puzzle-music-3/

On the Sci-Fi 6 page:
"Machine Chatter Among the Outer Moons" (looping)
http://soundimage.org/sci-fi-6/

On the Positive/Upbeat page:
"Town Square" (looping)
"Happy Endings" 
http://soundimage.org/positive-upbeat/

On the Drama 2 page, we have:
"The Inspector's Epiphany" (looping)
http://soundimage.org/drama-2/

Intended for aerial videos, we have:
"Circling the Barn"
on my Quiet 2 page
http://soundimage.org/quiet-2/

I try to release at least one new track each day. For daily updates, be sure to follow me here:
https://www.facebook.com/profile.php?id=100017638394276

Have a good week!

 2 
 on: Apr 18, 18, 06:28:13 AM 
Started by Eric_Matyas - Last post by Eric_Matyas
Greetings Everyone,

I have a bunch of new free tracks that need good homes in your projects:

On the Puzzle Music 3 page:
"Puzzling Curiosities" (looping)
http://soundimage.org/puzzle-music-3/

On the Sci-Fi 6 page:
"Machine Chatter Among the Outer Moons" (looping)
http://soundimage.org/sci-fi-6/

On the Positive/Upbeat page:
"Town Square" (looping)
"Happy Endings" 
http://soundimage.org/positive-upbeat/

On the Drama 2 page, we have:
"The Inspector's Epiphany" (looping)
http://soundimage.org/drama-2/

Intended for aerial videos, we have:
"Circling the Barn"
on my Quiet 2 page
http://soundimage.org/quiet-2/

I try to release at least one new track each day. For daily updates, be sure to follow me here:
https://www.facebook.com/profile.php?id=100017638394276

Have a good week!

 3 
 on: Apr 17, 18, 11:02:28 PM 
Started by Thazager - Last post by Thazager
In the same area of AI work, I found the E_AiStateWander to have some errors also. I made changes to one method that was sending bad Y positions for the character to try and reach (flying or tunneling?).

In server script E_AiStateWanderClassMethods:

change method GotRandomPoint() from:

Code: [Select]
method GotRandomPoint(point as Vector3)
  me.PathToPoint(point, me._GetAiAgent())
.

to this:

Code: [Select]
method GotRandomPoint(point as Vector3)
  char as NodeRef = me._GetAiAgent()
  where char is kindof E_AiAgent
    var origin = char.E_StartPosition
    origin.x = point.x
    origin.z = point.z
    me.PathToPoint(origin, char)
  .
.

add: If the last line in method DoWander() is commented out, uncomment it, as this is the line to move the npcs.

  me.PathToPoint( point, char )


Also with the Skippydebug, this might help stop the freeze. Place it where you print out values with $Chat or println().

Code: [Select]
  $skippy.skippyInteger += 1       // debug to keep from Spam freeze
  if $skippy.skippyInteger > 20
    return
  .

and in method _EnterAiState() add:

Code: [Select]
  $skippy.skippyInteger = 0       // init to start again


 4 
 on: Apr 11, 18, 04:37:16 AM 
Started by Eric_Matyas - Last post by Eric_Matyas
I had a very busy weekend...(shot another film)...but I managed to get a few new tracks done for everyone:

On the City/Urban 2 page, we have:
"Our Block" (looping)
http://soundimage.org/city-urban-2/

On the Chiptunes page:
"Rockin' Pong" (looping)
http://soundimage.org/chiptunes-2/

And for aerial videos (or perhaps other things) we have:
"Stratosphere"
on my Nature/Science 2 page.
http://soundimage.org/naturescience-2/

Have a great week!

 5 
 on: Apr 11, 18, 04:37:00 AM 
Started by Eric_Matyas - Last post by Eric_Matyas
I had a very busy weekend...(shot another film)...but I managed to get a few new tracks done for everyone:

On the City/Urban 2 page, we have:
"Our Block" (looping)
http://soundimage.org/city-urban-2/

On the Chiptunes page:
"Rockin' Pong" (looping)
http://soundimage.org/chiptunes-2/

And for aerial videos (or perhaps other things) we have:
"Stratosphere"
on my Nature/Science 2 page.
http://soundimage.org/naturescience-2/

Have a great week!

 6 
 on: Apr 10, 18, 07:26:27 AM 
Started by Grogard - Last post by Thazager
Fixed this (non agro)

https://community.heroengine.com/forums/index.php/topic,6567.0.html

 7 
 on: Apr 10, 18, 07:23:58 AM 
Started by Thazager - Last post by Thazager
Easy tutorial (fix for current code).

I noticed when a player moves by any of the mobs, that they don't attack the player. So, I tried a few things including checking the server side classes on the Node that the mob has as a target. What it does is simply check for either player account or player character. (it doesn't hurt to check both)

In server side script E_AiAgentClassMethods:

In method _AgentBrainTick()


change this:

Code: [Select]
    foreach target in targets
      //  GetTargetsInSphere hands back _playerAccount nodes, but we want the character node
      where target is kindof _PlayerAccount
        pc = target.GetMyChar()
        if pc != None and pc.IsAttackable()
          add back pc to pcTargets
        .
      .
    .

to this:

Code: [Select]
    foreach target in targets
      //  GetTargetsInSphere hands back _playerAccount nodes, but we want the character node
      where target is kindof _PlayerAccount
        pc = target.GetMyChar()
        if pc != None and pc.IsAttackable()
          add back pc to pcTargets
        .
      .
      where target is kindof E_playerCharacter
        if target.IsAttackable()
          add back target to pcTargets
        .
      .
    .

by adding these lines:

Code: [Select]
      where target is kindof E_playerCharacter
        if target.IsAttackable()
          add back target to pcTargets
        .
      .


Here is the server side function for checking classes on the "target" node that the above target is pointing to. It prints the classes in the chat window at bottom of editor.

In server side script MiscUtils:

add:

Code: [Select]
untrusted function getClasses(target as NodeRef)
  GetNodeClasses(target)
.
public function GetNodeClasses(target as NodeRef)
  println("** Server classes on target **")
  if target <> None
    values as List of String = GetClassesOnNode(target)
    foreach val in values
      println("S class on targ "+val)
    .
  .
.

 This can be called from client using:

Code: [Select]
   call server MiscUtils:getClasses(target)

 or from the server using:  (after the 1st line in foreach loop)

Code: [Select]
  MiscUtils:GetNodeClasses(target)

 8 
 on: Apr 09, 18, 07:36:10 PM 
Started by Mith-Garth - Last post by Mith-Garth
Yeah i have all banks in the same folder plus tried to create a audio cone by clicking on any of the banks.
It seem's the create audio is only looking to load a .wav or .mp3,  I may just have to wait until we start to code and do all our sounds that way. Would be nice to have a simple way to add some Ambient audio though.

 9 
 on: Apr 08, 18, 12:33:40 PM 
Started by Mith-Garth - Last post by FI-ScottZ
I am not sure, but I believe you also need to have the "Master Bank.bank" and "Master Bank.strings.bank" files uploaded. in the same location You could try that.

 10 
 on: Apr 05, 18, 12:46:22 AM 
Started by Mith-Garth - Last post by Mith-Garth
The .wav was just testing. I try to load the .bank files. It sees them but i get a error.
From what i understand the .bank is all we add into hero right?  I understand our sounds are in the .banks.
I have Testbank.bank set up with one sound in it called test ambient. This is what has stumped me for a few weeks now.

Edit: AddAsset was called with an invalid fileExtension on the FQN(\world\livecontent\audio\testbank.bank), expected a period followed by three characters.

It won't allow me to create a audio cone with out choosing a .wav sound file. However the .wav i can't edit path or do anything to change out the path or event.  I know hero won't work with direct loaded sounds. So the .wav will play once or loop. However will not work again with out messing with it. Which is fine as i am not trying to get .wav directly to work. Just trying to get a simple audio asset to work and learn to path it to a .bank.







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