Posts by Ross

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.

    Sorry for the late reply Tiles.
    The reason this does't work is because in the C++ version of the extension, when you start the foreach loop is doesn't actually get started until all the other actions within that event are completed. This is because the ForEach object affects what other objects are selected and so could mess up any other actions that need to occur after the foreach loop action from that event (in this case it would be the recursive action of setting the active's AltVal A).
    Starting an action at the end of the event like this is not possible in the Flash runtime, so a foreach loop gets executed like any other action.
    So, in the flash version the object's AltVal A is not being reset on all the actives because your 'On foreach loop xyz' conditions are changing what is selected from that original calling-action and event.
    If you take out the Always action that starts the foreach loop, and put it into another Always event, then it works fine in both runtimes.

    Quote from Eagle4

    I have the impression that the object light have a problem...
    I try to increase the size of the radius, but it did not seem to want to work ... And there was not an option for projecting real-time shadows?

    I'll look into those light settings. Realtime shadows will have to be acheived with a shader. Irrlicht's inbuilt shadows system sucks and i decided to leave it out.

    OK, Collisions work like this:
    Turning 'Use Collisions' On on a node will mean two things:
    1. The mesh that this node uses will become an obstacle for other nodes to crash into.
    2. Changing the Radius and Translation settings control how close the node can get to another node (that has Use Collisions on) before it collides.

    (radius and translation is a size/offset measurement from the node's position.)

    So, with Use Collisions on, a node can be collided into. However, a node can only collide into other nodes if the Collision Radius is something other than 0,0,0.

    Make sense?

    Eagle4, I will make an example if I get some time, but the basic principle is this:

    There is an 'Irrlicht Engine' object, of which you need 1 of and will probably cover your entire frame. This object handles everything and other objects can be added to it at runtime. In terms of actions/expressions/cnds, this object does not do much but has some useful tricky things that it can do.

    Next you probably need a 'Irrlicht Node - Camera' object which will also most likely cover your frame, the area the object covers dictates where the scene is rendered on the screen (from that camera, within the area the Engine takes up).

    Then most other objects have the word 'Node' in them. That means they are objects that exists within the 3D scene. The exceptions are a couple 2D HUD/Overlay type extensions, and a Material Cache extension.

    Materials: Anything that needs a Material has to retrieve it from a Material Cache object. This object is basically a cache of materials :P, it has a lot of properties, and through this object you can do cool things like shaders.

    Oddities worth remembering:
    - An object set to 'Auto Add to Engine' (edittime property) actually happens at the end of the first mmf loop.
    - You cannot change the material of a object/node until it is added to the engine.
    - Once you've changed a node's material changing that material's settings in the Cache object won't have any effect: You have to reload it.

    Quote from Bruto

    It looks like it has an editor.. Please login to see this link.
    will have a look at that :)


    IrrEdit outputs .irr scene files that irrlicht can load. However the extensions cannot - at this point at least.

    Quote from Bruto

    Since it is open source I suppose Ross can edit something if needed to better suit MMF2 integration?


    This is true and have already done so.