Scripts / Looking to Create Animatronics using a Searchlight Script - Help please

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Dweller
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Posted: 22nd Mar 2018 15:58
I have been trying to rig a character for some time using Fragmotion, Blender, and Milkshape, but I'm not having any luck. I have an idea of animating a character using the searchlight script (Lightmove.lua) in GameGuru, however, I cannot find the file. It seems to be imbedded. I wish we could attach items to other items, for this purpose, but that doesn't seem to be the GameGuru way of things. The idea is to make separate objects of the head, arms, and legs, and to rotate the slightly, like you see in Christmas displays. It would be something tinker with while I try to figure out the whole rigging thing, which to be honest with you, really sucks.
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smallg
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Posted: 22nd Mar 2018 18:38
there's a lightmove.lua? afaik you can't move lights - hopefully lights will be worked on soon (read: this year) as it was said to get better light control with the dx11 update
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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AmenMoses
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Posted: 22nd Mar 2018 19:24
Attaching entities:

https://forum.game-guru.com/thread/219096#msg2592310
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Dweller
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Posted: 23rd Mar 2018 04:27
Thanks Smallg for the heads up. I'm really liking the beta improvements of DX11. I'm loving the pickuppable script - lot's of fun. I'm also loving the enhanced specular feature. A little of that goes a long way to giving everything a nice visual pop. I'm sure there's is loads more fun yet to come as well.

Thanks AmenMoses for the thread and the scripts you created. There's a ton of really useful scripts there to play around with. I will definitely share what I come up with using them.
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Teabone
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Posted: 23rd Mar 2018 18:54
does anyone know why lights cannot be moved in Game Guru? They do light up areas when moved around in the editor. curious what is preventing this ability within the test play. Is it just a LUA restriction or how the rendering is handled? or a hardcoded element in C++ that needs some fixing/changing?
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AmenMoses
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Posted: 23rd Mar 2018 19:40
They are hard coded to be static in the engine, I think someone has done a change to allow them to be moved but I don't know what they did. I may take a look at it myself if I get a chance.
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J_C
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Posted: 24th Mar 2018 15:55
I did some code to move lights... but I am not able to put it in the GITHUB...
Here is the code I added if you want to check it out..
I have attached my updates in a text file for you..


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AmenMoses
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Posted: 24th Mar 2018 19:15 Edited at: 24th Mar 2018 19:38


Cool, moving lights!

I 'tweaked' the code a bit, the commands I've put in my repo are:

GetEntityLightNumber
GetLightPosition
GetLightRGB
GetLightRange
SetLightPosition
SetLightRGB
SetLightRange

When Lee get's back behind the wheel I'll push them to him for approval. (I have a feeling he'll want them called GetDynamicLight ... etc.

I noticed that there is also an 'intensity' variable, any idea if that is used in the engine? (I suppose I could add a quick command to set it and see what happens ) ( ahh, the intensity value is auto-calculated from the camera distance in the engine and is used by the shaders )

(btw the return value from the Lua commands is the number of values you are returning, in some of your routines you are returning '1' when you haven't pushed anything onto the stack, probably doesn't do any damage but I've fixed that as well)

(btw2 here is the script from the video)
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J_C
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Posted: 26th Mar 2018 12:06
AmenMoses thanks for the heads up...
Once i look at my code again with new eyes...
I see that most of my functions are wrong... good catch

It's a shame we are still stuck with only 3 lights active...
I hope someone with more knowledge can increase this...
I wonder if just increasing the size of lighting control array..
but its probably something in the shaders as well..

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Pirate Myke
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Posted: 26th Mar 2018 13:27
Another cool addition.
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AmenMoses
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Posted: 26th Mar 2018 22:15 Edited at: 26th Mar 2018 22:15
Here is the 'tweaked' code I intend to push, let me know if it passes muster.

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Teabone
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Posted: 27th Mar 2018 16:39
Wonderful progress.
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