Search found 10 matches
- 2013-04-19, 23:51
- Forum: Coding and Scripting
- Topic: Component question
- Replies: 5
- Views: 17688
Re: Component question
But still, let me try to summarize and explore a bit more: In your example with the pickable item, the suggested flow is: The Collision component detected a collision. Now have the Collision component (maybe with the help of the GO) inform every other component about this collision event (either re...
- 2013-04-19, 10:37
- Forum: Coding and Scripting
- Topic: Component question
- Replies: 5
- Views: 17688
Re: Component question
BTW, you don't even need to do all the registering listeners stuff. It may work like: component wants to broadcast, so it tells GO and GO tells all of its components. If a component has that function implemented, it will be called, if not, nothing happens. My reasoning is that I believe events happe...
- 2013-04-19, 10:27
- Forum: Coding and Scripting
- Topic: Component question
- Replies: 5
- Views: 17688
Re: Component question
Your approach sounds sound, but I'm not sure yet if we'll need such a (moderately complex) event handling system after all. Currently, in the (admittedly quite simple) GUI system, if an event occurs, the code where the event originated simply calls a scripting callback function. It is then up to th...
- 2013-04-18, 16:46
- Forum: Coding and Scripting
- Topic: Component question
- Replies: 5
- Views: 17688
Component question
Hi, Carsten. I'm curious about the way you plan to implement certain game mechanics via components. For instance, a pickable item, let's say a key. I imagine the game object (GO) will have components: Model - 3D model representing the key. Collision - component defining the collision for the GO. Per...
- 2013-04-15, 23:53
- Forum: Editing and Mapping with CaWE
- Topic: A few questions / suggestions
- Replies: 3
- Views: 14922
Re: A few questions / suggestions
...would you think that splitting the "Material Lock" into something like "lock material position" and "lock material scale" would be a proper solution to this? Yes. In my several years of using Hammer, I never needed nor wanted the scale to change when resizing brushes, so if it was solely up to m...
- 2013-04-15, 23:39
- Forum: Coding and Scripting
- Topic: New class in Lua?
- Replies: 9
- Views: 22855
Re: New class in Lua?
Great.
Seems we are on the very same wave length on this.
If it was up to my naive myself to decide, I'd definitely start working on "componenting" entities, because I can't wait for it.![Very Happy :D](./images/smilies/icon_biggrin.gif)
![Smile :)](./images/smilies/icon_smile.gif)
If it was up to my naive myself to decide, I'd definitely start working on "componenting" entities, because I can't wait for it.
![Very Happy :D](./images/smilies/icon_biggrin.gif)
- 2013-04-15, 12:37
- Forum: Editing and Mapping with CaWE
- Topic: A few questions / suggestions
- Replies: 3
- Views: 14922
A few questions / suggestions
Hi. Working with the level editor, I stumbled upon a few things: Material lock - when turned on, this prevents textures (materials) on brushes from moving. That's great, but when I resize a brush, the material scale also changes, which is not what I want. In Hammer, only X and Y of materials were lo...
- 2013-04-14, 20:14
- Forum: Coding and Scripting
- Topic: New class in Lua?
- Replies: 9
- Views: 22855
Re: New class in Lua?
Wonderful news! So you're basically shooting for a system very similar to Unity, where you compose game objects in the editor (in Cafu, I believe this will be the level editor): create an empty game object, add components, play with the components' variables, etc., play test, and when happy with the...
- 2013-04-12, 11:24
- Forum: Coding and Scripting
- Topic: New class in Lua?
- Replies: 9
- Views: 22855
Re: New class in Lua?
You have to be kidding me... That's exactly what I've been dreaming of - component system in an FPS engine with a solid level editor. Wow. I'm really looking forward to it, man, like... really! :) So if I understand it correctly, one will be able to create components in Lua and define objects (consi...
- 2013-04-11, 17:18
- Forum: Coding and Scripting
- Topic: New class in Lua?
- Replies: 9
- Views: 22855
New class in Lua?
Hello, folks. So far, I've been impressed with the fusion of the Worldcraft-style editor and the general style of work, and Lua. But, of course, I have some questions. :) Is it possible to create a new class / game object entirely in Lua? For instance, I want to create an item that, when picked up, ...