Search found 32 matches

by so1odo1o
Wed Jun 02, 2010 5:48 pm
Forum: Beginners Help
Topic: Heap/Texture Error
Replies: 4
Views: 332

Well I have made sure that I am dropping everything I create, so would it be correct to assume that this is the reason: This may also be due to the user pressing F12 while ZombieWorld.exe has focus.
by so1odo1o
Wed Jun 02, 2010 5:14 pm
Forum: Beginners Help
Topic: Heap/Texture Error
Replies: 4
Views: 332

Heap/Texture Error

I get the error: Windows has triggered a breakpoint in Zombie.exe. This may be due to a corruption of the heap, which indicates a bug in Zombie.exe or any of the DLLs it has loaded. This may also be due to the user pressing F12 while Zombie.exe has focus. The output window may have more diagnostic i...
by so1odo1o
Fri May 21, 2010 7:46 pm
Forum: Beginners Help
Topic: Executing Logic n% of Time
Replies: 4
Views: 248

Executing Logic n% of Time

I want to implement some sort of "random" feel into my current AI and I need some help on executing logic n% of time. For example, I want my to follow the best path 80% of the time otherwise choose a random node to follow 20% of the time. Any advice on how to execute logic n% of time possi...
by so1odo1o
Fri May 14, 2010 2:12 am
Forum: Beginners Help
Topic: Tutorial 7: Checking for KeyPressed
Replies: 3
Views: 468

I don't really want to mess with the arrow keys if I am to overwrite EventReceiver. I am already using the FPSCamera. Will I have to rewrite all of that if I just want to set a custom key to do a certain thing?
by so1odo1o
Fri May 14, 2010 2:05 am
Forum: Beginners Help
Topic: createFollowSplineAnimator
Replies: 1
Views: 308

createFollowSplineAnimator

When my program calls createFollowSplineAnimator, I use 0 for the first parameter as start time. The problem is that once it is called, it appears at the end location, automatically. My question is that if I use 0 for the start time, does that mean it will run the path 0 ms after the progam is launc...
by so1odo1o
Fri May 14, 2010 12:36 am
Forum: Beginners Help
Topic: Retrieving Pointer From smgr->AddMeshSceneNode call
Replies: 4
Views: 285

The program that I have is a bit long. But if I had created a class that holds a pointer to an IAnimatedMeshScene, shouldn't the above code work? I set the pointer in my class to the pointer that is returned from the smgr above. When I run the program, it says in the debugger that the pointer node i...
by so1odo1o
Fri May 14, 2010 12:11 am
Forum: Beginners Help
Topic: Retrieving Pointer From smgr->AddMeshSceneNode call
Replies: 4
Views: 285

Retrieving Pointer From smgr->AddMeshSceneNode call

I currently have a class that holds a pointer to an IMeshSceneNode, found below: class GraphNode { public: GraphNode(); scene::IMeshSceneNode* node; }; The problem is that when I create a GraphNode and do something like this: GraphNode a; a.node = smgr->addMeshSceneNode(//node properties..); and the...
by so1odo1o
Thu May 13, 2010 10:09 am
Forum: Beginners Help
Topic: Tutorial 7: Checking for KeyPressed
Replies: 3
Views: 468

Tutorial 7: Checking for KeyPressed

I am playing around with Tutorial 7 and I want to add some logic when a certain key is press, for example the key 'Q'.

Since the tutorial added its own FPS Camera, how can I check when the 'Q' key is being pressed?

Thank you.
by so1odo1o
Tue May 11, 2010 5:22 pm
Forum: Beginners Help
Topic: Animations In Sequence
Replies: 4
Views: 432

Thank you very much.

What I initially had was adding 2 createFlyStraightAnimators to my node. If I remember correctly, it only used the last one since I wasn't letting the first one finish before adding the second one.

Also, the image in the other thread helps a lot. Thank you.
by so1odo1o
Tue May 11, 2010 8:30 am
Forum: Beginners Help
Topic: Animations In Sequence
Replies: 4
Views: 432

Any help please
by so1odo1o
Tue May 11, 2010 12:24 am
Forum: Beginners Help
Topic: Animations In Sequence
Replies: 4
Views: 432

Animations In Sequence

I have a node that I want to travel from point A to point B. Once it reaches point B, I want it to then animate itself to point C. Doing this isn't possible by just adding 2 animators (A to B, B to C). How would I then check if the node has reached from A to point B and then call the animation from ...
by so1odo1o
Tue May 04, 2010 8:54 am
Forum: Beginners Help
Topic: Coloring A Scene Node
Replies: 9
Views: 643

Ahh, that did the job. I assumed if I had set the material of the node to unlit, any meshes loaded into it would also be assumed to be unlit. Thank you very much.
by so1odo1o
Tue May 04, 2010 7:28 am
Forum: Beginners Help
Topic: Coloring A Scene Node
Replies: 9
Views: 643

Sorry, I forgot to update my other post, but I did disable the lighting for each node right after: // Add nodes to graph scene::IMeshManipulator* manip = smgr->getMeshManipulator(); scene::IMesh* meshes[2]; meshes[0] = smgr->getGeometryCreator()->createSphereMesh(1.0, 16U, 16U); meshes[1] = manip->c...
by so1odo1o
Tue May 04, 2010 3:45 am
Forum: Beginners Help
Topic: Coloring A Scene Node
Replies: 9
Views: 643

For some reason, the nodes are staying black. Here is my code so far: // Add nodes to graph scene::IMeshManipulator* manip = smgr->getMeshManipulator(); scene::IMesh* meshes[2]; meshes[0] = smgr->getGeometryCreator()->createSphereMesh(1.0, 16U, 16U); meshes[1] = manip->createMeshCopy(meshes[0]); man...
by so1odo1o
Tue May 04, 2010 2:25 am
Forum: Beginners Help
Topic: Coloring A Scene Node
Replies: 9
Views: 643

I have changed from using addSphereSceneNode to just creating 2 spherical meshes, a black one and a yellow one. I then used addAnimatedMeshSceneNode to add the nodes to the scene, loading up the black mesh. Now when I have the node ID, I am able to retrieve the node, but I am still unable to retriev...