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Everything posted by Rux
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This is a problem with the UDF's code. You should try and ask the author directly.
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No problem.
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So I put a message box after the IniWrite() and it never popped up when I clicked save. So that means the code is never even reaching that line. I replaced the "Save" bar button with a regular button and it reaches the line, but $X[5] exceeds the variable's array range, which means $X's array is smaller than 5. I changed the number to 2 and it worked. EDIT: Here is your edited code: #include #include #include #include #include #include #include #Region ### START Koda GUI section ### $Form1_1 = GUICreate("Form1_1", 170, 135, 222, 464) ;$Save = GUICtrlCreateMenu("Save") $Save = GUICtrlCreateButton("TEST", 10, 10, 30, 30) $hX = GUICtrlCreateInput("pos[0]", 16, 16, 49, 21) $hY = GUICtrlCreateInput("pos[1]", 104, 16, 49, 21) $MouseCoordX = GUICtrlCreateInput("-1", 16, 96, 49, 21) $MouseCoordY = GUICtrlCreateInput("-1", 104, 96, 49, 21) $N = GUICtrlCreateInput("1", 64, 56, 33, 21, BitOR($GUI_SS_DEFAULT_INPUT,$ES_CENTER)) GUISetState(@SW_SHOW) #EndRegion ### END Koda GUI section ### ;pre-declare x & y local $X[5] local $Y[5] ;pre-declare end HotKeySet("{SPACE}", "Var") While 1 $nSet = GUICtrlRead($N) $pos = MouseGetPos() GUICtrlSetData($hX, $pos[0]) GUICtrlSetData($hY, $pos[1]) If $nSet > 0 then GUICtrlSetData($MouseCoordX, $x[$nSet]) GUICtrlSetData($MouseCoordY, $y[$nSet]) EndIf $Msg = GUIGetMsg() Select Case $msg = $GUI_EVENT_CLOSE GUIDelete() fileDelete(@tempDir & "\image9.jpg") ExitLoop Exit Case $msg = $Save IniWrite("Vars.ini", "Variables", "X", $X[2]) MsgBox(64, "TEST", "MADE IT HERE") EndSelect WEnd Func Var() If $nSet > 0 then $x[$nSet] = $pos[0] $y[$nSet] = $pos[1] GUICtrlSetData($N, $nSet + 1) EndIf EndFunc
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Get the file name and the file directory from a file path
Rux replied to Rofellos's topic in AutoIt Example Scripts
I've made some functions that do this as well. -
Pretty cool. However, your coding style makes me cringe. Whats with all those unnecessary spaces?
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....WHAT?! There were static variables in AutoIt all this time?!!? I wish I'd have known this sooner! It would have saved me a lot of work.
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Some of my boredom spawned 3D games. (UPDATED DECEMBER 18, 2012)
Rux replied to Rux's topic in AutoIt Example Scripts
NEW GAME: BUILDER This is a block building game I made while bored in programming class. All the instructions are in the ReadMe. Enjoy! http://www.mediafire.com/download.php?arsqhb3mwbi9v5h -
Some of my boredom spawned 3D games. (UPDATED DECEMBER 18, 2012)
Rux replied to Rux's topic in AutoIt Example Scripts
Thanks for the responses, and yes, it is a false positive. Right now, I'm working on another "experiment" block building game. I'll post it on the main post when I finish it. Also, if you want to see an example of a multi-player Irrlicht autoit game, check out this other project I have going: http://mlppegasusflightsim.webs.com/ I'm thinking of converting the main Irrlicht part of the code to C++ in version 3 however, as autoit is a little too slow for my needs. However, I'm still going to use the IrrlichtWrapper.dll as I'm too much of a noob, and for some reason can't get external libraries working in my IDE. -
Hey everyone. I'd just like to share some 3D games I've made in Au3Irrlicht2. 3D PONG: http://www.mediafire.com/download.php?9inajnsgghfscac Just a basic Pong game. Try to get to 10 points! 3D Ring Game http://www.mediafire.com/?4ckh618hfb5esyo Move the ball around the Earth and through all the rings. You can do this on level easy or hard! UPDATE 1: Builder http://www.mediafire.com/download.php?arsqhb3mwbi9v5h Let me know what you think! Enjoy! (Sorry for this quick post, I'm kind of in a hurry).
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Hey, if anyone's interested, check out my game at: http://mlppegasusflightsim.webs.com/ Version 2 will be coming out soon.
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Ansatsusha (暗殺者) - 3D Sniper game programmed in Autoit
Rux replied to Rux's topic in AutoIt Example Scripts
Hey guys, I know this project is old, but I'm going to redo the whole game sometime in the future, now that I know a LOT more about the Irrlicht engine. -
Know what, all this Engine is missing is a physics engine. I wonder if I could come up with a simple one written in AutoIt...
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Ok, I had to fiddle around with it, but I got it working, and it only seems a miniscule sized amount slower. There are not enough words in the English words for me to express my thanks for you solving this pain in the butt, seemingly solution-less problem. I thought I would have had to redo things, maybe even rewrite it in a different language to fix it. Hopefully, you can fix this bug in the future.
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*Bump* Any luck on solving the problem?
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Perhaps when I get some spare time. All it would be is 2 models, one of which is animated and moving each frame, and the other model is parenting to one of the bones on the first model, also, you need _IrrSetTransitionTime() on the moving model, otherwise, it may or may not happen. EDIT: Ok, so I managed to whip up an example of what I'm talking about. Download here: http://www.mediafire.com/?4du85s42mf6dbip As you speed up, notice the location of the object on the arm in comparison to the object on the head. The head object stays in the same location when the arm object begins to shift to the side away from the arm. THIS IS WHAT I DO NOT WANT. I want the object on the arm to stay in the same place the entire time. How can I fix this?
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Ok, so I have a bug report, perhaps you can help me? I've already tried contacting the actually Irrlicht community about this and so far, no dice. The glitch is: if you attach nodes to bones on another animated object AND that animated object has a set transition time, then when you move the node, for example: when the player walks, the positions of the attached nodes don't update quickly enough, and so everything comes apart. I have images to show what I'm talking about: Can somebody please help? I have tried over and over to fix this, but nothing is working.
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I just realized, I haven't properly thanked you, the creator of Au3Irrlicht. Because of your work, I am finally able to create 3D games!!! C++, Java, etc. I find are too difficult to learn/test bla, bla, bla. But AutoIt is a very logical, simple, well compact (I hate how those other languages need a million files), so I can make pretty complex things in little time compared to those other languages. Currently, I'm working on two full 3D games, and I wouldn't be able to do it without these magnificent libraries. So, thanks a million!!!
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Yeah, its not perfect yet. The instructions to make your own packs are in the ReadMe, but here it is summed up: Create a folder with the name of your pack. Fill it with short sound files (such as .mp3 or .wav) of all the sounds you want in your voice pack. In Japanese, this would be a.mp3, i.mp3, ka.mp3, ra.mp3, and so on. Then create a text file called config.txt, It MUST be named that or it won't work. Inside that, put the number of sounds you have on the first line, put the speed in sounds per second on the second line, and then type, for example, the sound 'ga' in Japanese: ga|ga.mp3 Do this for all your sounds. Now in the actual program, when you type, 'ga' it will play 'ga.mp3'. Look at the one I provided to see exactly what I mean. The 5 second delay is the program loading all the sounds into the program. I may change this in the future so it will only load that sounds it needs. This should speed it up. I also want to develop a program that makes it easier for the 'computer illiterate' to make sound packs. Stay tuned!
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Hey guys, today I present my new project: a command line run, text to speech synthesizer that allows you to make your own voices! Sure, you could just use the SAPI system, but the variety of voices is extremely limited. So I made this. All you need to know is included in the Read Me in the download, and it even includes a sample voice pack: Japanese Robot. (The reason for it being in Japanese is because I actually know all the sounds in that language. English is more complex... I may try and make a voice pack for it sometime though.) Enjoy, and I really hope to see some feed back! September 14, 2012 - Version 2 released!!! Please try it out and leave any bug reports/feed back! - Fixed Japanese Robot voice pack's missing "ne" sound from the configuration. - Free Speech will now only load required sounds, speeding up loading speeds considerably. - New program to allow you to make voice packs quickly and easily. NEWEST VERSION: v.2 Executable: http://adf.ly/CqH9X Source: http://adf.ly/CqH8f OLD VERSIONS --------------------- v.1 --- Executable: http://adf.ly/CjJfF Source: http://adf.ly/CjJhH
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Type Japanese, Korean, Chinese by sound, using US keyboard
Rux replied to rodent1's topic in AutoIt Example Scripts
おもしろそう!でも、IMEはもっと上手にこの同じ物をやります だけど、むかしに僕もこれをためしてみたけど、しっぱいしちゃったwww 成功したので、おめでとう! (I assume you know Japanese???) -
Excel.au3 _ExcelReadSheetToArray Slower In New AutoIT Than Old?
Rux replied to Rux's topic in AutoIt General Help and Support
Wow, thanks! That function reduced the loading time to around 2-3 seconds! -
Excel.au3 _ExcelReadSheetToArray Slower In New AutoIT Than Old?
Rux replied to Rux's topic in AutoIt General Help and Support
I used 3.3.6.1 before, now I use the newest one, which is 3.3.8.1. Alternative? Does that mean I have to make my own function that does this? -
Ok, so I have this program I am working on that uses Excel.au3, it handles with excel files that have around 10,000 rows. Now, I had an older version of AutoIT (forgot it, but it was downloaded in 2010) and then just decided to update today, and now the above stated function takes about 10 minutes to go through, where before it only took about a minute and a half. Why is it taking so much longer now? Thanks.