Search found 42 matches
- 2012-06-20, 03:01
- Forum: Coding and Scripting
- Topic: Calling script functions from code
- Replies: 37
- Views: 109681
Re: Calling script functions from code
Okay... it almost works :lol: It won't load a map.lua file with a Player1:<functionname> defined, because Player1 isn't defined before anybody connects. Works fine if I get it to reload the map script after I've spawned, though :cheesy: What I'd really like to do is add the attack processing code to...
- 2012-06-16, 17:22
- Forum: Coding and Scripting
- Topic: Calling script functions from code
- Replies: 37
- Views: 109681
Re: Calling script functions from code
Well if you have weapon stats set to vars you could simply have the vars changed on the fly in console and with Lua. For this one piece, that could work; but I'd still want to be able to adjust it for the particular target's armor skill level, any potential dodge ability, ECM effects, etc. Besides,...
- 2012-06-16, 03:45
- Forum: Coding and Scripting
- Topic: Calling script functions from code
- Replies: 37
- Views: 109681
Calling script functions from code
I'm working on making an RPG, and I'd like to move the code that processes attacks in Lua, to make it easier to play around with different damage models. I've seen a couple of examples of how to call an entity's methods from Lua, but the only example I've seen of entities calling Lua code is the 3D ...
- 2012-06-07, 00:08
- Forum: Website, Forum and Wiki
- Topic: Updating the website walkthroughs
- Replies: 6
- Views: 15368
Re: Updating the website walkthroughs
Ugh... figured out my issue... nothing to do with any of this, just didn't have my setup right.
But, now the walkthrough's slightly more current!
But, now the walkthrough's slightly more current!
- 2012-06-06, 05:16
- Forum: Website, Forum and Wiki
- Topic: Updating the website walkthroughs
- Replies: 6
- Views: 15368
Re: Updating the website walkthroughs
Yeah, I've got that one... copy-and-paste: const cf::TypeSys::TypeInfoT EntSpeaker2T::TypeInfo(GetBaseEntTIM(), "EntSpeaker2T", "BaseEntityT", EntSpeaker2T::CreateInstance, MethodsList); If I remember right, I just copied Speaker.cpp/hpp and did a find/replace on all the EntSpeakerT lines. I also we...
- 2012-06-05, 01:14
- Forum: Website, Forum and Wiki
- Topic: Updating the website walkthroughs
- Replies: 6
- Views: 15368
Re: Updating the website walkthroughs
Well, it's just a few lines changed to reflect what's in the download version of the code files, but the changes are in. I'm wondering if there's not one more step that's new since this was written, though; or if I'm just missing something again... I've added duplicate "Speaker2" code files that hav...
- 2012-06-02, 03:37
- Forum: Website, Forum and Wiki
- Topic: Updating the website walkthroughs
- Replies: 6
- Views: 15368
Updating the website walkthroughs
I've been having some trouble getting a new entity to actually work properly in a new map, so I've been following the tutorial at http://www.cafu.de/wiki/modding:addingnewdmentities trying to figure out what I'm missing. Didn't have any luck, so I thought I'd go back and follow it exactly, creating ...
- 2012-05-18, 04:56
- Forum: Coding and Scripting
- Topic: Noobish C++ question
- Replies: 4
- Views: 12394
Re: Noobish C++ question
Right... the "View more smilies" button... between missing the run directory in the instructions, this issue that started this topic, and missing that button, I'm beginning to wonder about the wisdom of jumping on this stuff right after work!
Thanks again!
- 2012-05-18, 00:16
- Forum: Coding and Scripting
- Topic: Noobish C++ question
- Replies: 4
- Views: 12394
Re: Noobish C++ question
:roll: Looks like I'd managed to update the .hpp file in my project's directory (under Games), and the .cpp file under the Deathmatch branch - so the message was exactly right, it wasn't defined :P . I switched everything over, and now it looks like it's working fine. Need a "smack my forehead" emot...
- 2012-05-17, 03:57
- Forum: Coding and Scripting
- Topic: Noobish C++ question
- Replies: 4
- Views: 12394
Noobish C++ question
Okay, I'd hoped to get a bit further before asking for help again, but it's been too long since I did any C++ programming at all... I'm trying to add a function to the HumanPlayer class that will just (for now) change the StateOfExistance variable. I've updated HumanPlayer.hpp with the following: .....
- 2012-05-11, 13:29
- Forum: Coding and Scripting
- Topic: "No renderer qualified" on new compilation
- Replies: 2
- Views: 10889
Re: "No renderer qualified" on new compilation
Figured it was something obvious... I read that line, and immediately went into the directory it gets built in. Works a treat when I do it correctly
Thanks - I'm sure I'll be posting with more questions!
Thanks - I'm sure I'll be posting with more questions!
- 2012-05-11, 01:47
- Forum: Coding and Scripting
- Topic: "No renderer qualified" on new compilation
- Replies: 2
- Views: 10889
"No renderer qualified" on new compilation
Hey all, I'm trying to get set up to start fiddling around with the engine. I stepped through the process at http://www.cafu.de/wiki/cppdev:gettingstarted , and it looks like it compiled fine, but I'm getting the "No renderer qualified" error when I try to actually run the compiled code. This is the...