Posts by Greg

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 mess, I've already figured it out myself, wish there could be "Delete thread" option for the author...
    So, at least I'll post my solution if anyone comes at a similar problem:

    Yet again no option to edit my last post so...
    Wow, I've just found out that there's a documentation of Lacewing at Please login to see this link. :D That's great, should be helpful :) I've already found out that I probably need to use StartSleepyTicking() instead, but there's no example and I'm not sure how should it look like?

    Hello,

    I'm writing a Win32 App in VC++ 2010 and I'm having problems with adding Lacewing to it. A part of my code:

    Code
    Lacewing::EventPump EventPump;
    Lacewing::RelayClient Client(EventPump);
    Client.onConnect(onConnect);
    Client.Connect("localhost");
    //EventPump.StartEventLoop();


    If I uncomment the last line, the app instantly crashes. What's wrong here?

    Thanks in advance!

    Well, it's pretty simple. Just try something like this:

    Code
    -Upon pressing "Space bar" -> Switch lamp on Buzzer 1 (Lamps->Switch (Buzzer))


    What kind of Buzzers do you have? The wired or wireless? If it's the second one, which version is it? v1 (with switches on the side of each Buzzer) or v2 (from Logitech, without the switches)?

    Sorry, I couldn't post it sooner!
    Here's the link to working version:
    Please login to see this link.

    [size:8pt]Request to someone who can do it - please update the link in my first post as I can't edit it any longer for some reason? [/size]

    Nope, it doesn't need any external DLLs. Sorry, I'm gonna upload the working version in a moment!

    Quote from Spryz

    will there be an xbox360 version as i have the wireless set on the xbox360


    Sorry, but I don't think so as I don't have an XBox to test it on.

    Hi, everyone :)

    Here goes my first extension :D I've created it for my own needs and I guess not many people will be able to use it since you need a specific game controller for it. Anyway:

    The Buzz Object gives you a full control of Sony Playstation set of Buzzer controllers. If you've never heard of them, that's how they look like:
    Please login to see this picture.
    Each Buzzer has 5 buttons: the big red one (with LED inside), called Buzz and 4 colorful buttons. The Buzzers are mostly used in quiz games where the buttons from blue to yellow work like answers "A, B, C, D" and the Buzz button is used for many various things (like pressing it first when you know the correct answer, etc).
    Each set has 4 Buzzers (wired or wireless) and can be simply plugged into a USB port.

    The reason for creating the Buzz object was to control the LEDs in each Buzzer and that's probably the most advanced part of this extension xD It can also simply read the button states.

    As for now, there are 3 different versions of the Buzzer controllers for Sony Playstation: wired, wireless v1 and wireless v2. I've checked it with the wired ones and the wireless v2. I don't own the set of wireless v1, so I can't check if it works with them. I'd be grateful if anyone here owned that set and would feel like checking it for me :)

    It should be able to control up to 64 sets of Buzzers simultanously (so it's 256 Buzzers). However I don't own more than one set and also couldn't test it yet. I'm probably gonna check it soon with my friend's set.

    Any info about the usage of the Buzz Object can be found in the included help file.

    Please login to see this link.

    I'm looking forward to hear your opinions and any errors found :)

    After doing some more research I have to say that reading strings from received binary is totally messed up... I'm getting lots of ASCII instead of actual characters and I'm getting different results with loading the strings into different extensions. The String Object loads up to 4 characters, then the whole text turns into random ASCII, AssArray usually returns empty string and the Edit Box always returns some ASCII...

    I'm not sure, you'd have to ask Jamie since there's already a new version of Lacewing and the app was probably out of date.
    I'm affraid I can't help with the pylacewing, I haven't used it. Try asking in the mentioned thread or maybe someone's gonna help here :)

    If you want to create your own server, especially designed for your game, you can use MMF, Python or C++ for it. But if you just need a simple server, there's already an app that you just need to run and that's all.

    AFAIK, MMF is not really a good choice to create a server. I recommend using C++ for that or if you're not into it, you can just use Python: Please login to see this link.. I think it comes with some documentation, check out this thread: Please login to see this link.

    There're no Lacewing tutorials for C++ (yet?) but it's not that hard to understand if you're into C++ :)

    I've just found a VERY weird bug, but I'm not sure if it's Lacewing's fault. Check this out:
    Please login to see this link.
    So, there's a problem with initializing a key in the AssArray Object, with Lacewing binary string. The code #3 works fine BUT only if I manually create an empty key called "test" at start of frame. Otherwise, the key "test" gets created in the 2nd condition, but it's empty...

    Is that Lacewing's or the AssArray's fault? I would normally suspect the AssArray, but it works fine with anything else, the problem occurs only with the Lacewing binary data, so I'm quite confused :confused:

    Hi!

    I'm having some problems while copying my edit data to runtime data. The problem is with accessing elements of my class in the EDITDATA.

    In the EDITDATA and RUNDATA structure I've defined an array of pointers:

    Code
    MyClass * A[256];


    I initialize it in the CreateObject function in Edittime.cpp:

    Code
    for(int i=0; i < 256; i++)
       edPtr->A[i] = new MyClass();

    Okay, now the problem is that MMF crashes when I try something like this in the CreateRunObject in Runtime.cpp:

    Code
    int a = edPtr->A[0]->anyField;

    The field is by default set to 0 in the MyClass constructor. Accessing it in SetupProc works flawlessly. The problem is only in the CreateRunObject function.

    Am I doing something wrong?

    Thanks!

    Ah, I see. From the documentation I understood that's what lParam is for:

    Quote


    Parameters
    LPRDATA rdPtr pointer to the RUNDATA structure of the object
    WPARAM wParam event code.
    LPARAM lParam eventual parameter, that your condition may require.

    Hey,

    I have a quick question:
    When using

    Code
    callRunTimeFunction(rdPtr, RFUNCTION_GENERATEEVENT, CND_BLAH_BLAH, myParam);


    How do I receive the myParam in the code of condition CND_BLAH_BLAH? Param1 and param2 both return alwyas 0.

    Thanks!