You are really have to be a bit more specific if you want detailed answers. "How do I make X" (or include it in Tundra) is really a weird question, are you asking from us how it should be implemented? That is the programmers/designers/architects decision when he makes the code.
I can give you a generic answer how features are implemented in Tundra: In Tundra you make "bigger" features and functionality as C++ plugins/modules. For example if you use other C++ libraries to implement it. And then you would compliment that with exposing your C++ code to scripting for the application layer to leverage those plugin features. That basically it. If you are a programmer and look at Tundra code a bit, how modules are made, registered, loaded etc. its really simple to make one and get it running. It ridiculously easy to expose your C++ functionality to javascript engines too, just get Tundra source code and start reading. Best regards, Jonne Nauha Adminotech developer On Tue, Mar 27, 2012 at 9:06 PM, Carlos <[email protected]> wrote: > Please, any idea about how can I include a conversation agent with natural > languages capabilities in a Tundra scene? > Thanks in advance > Carlos M Lorenzo > > El 27 de marzo de 2012 17:49, <[email protected]> escribió: > >> Today's Topic Summary >> >> Group: http://groups.google.com/group/realxtend/topics >> >> - Script for a character in >> Tundra<#1365556df1c6b6e3_13654d8a094654c6_group_thread_0>[2 Updates] >> - Tundra Script <#1365556df1c6b6e3_13654d8a094654c6_group_thread_1>[7 >> Updates] >> >> Script for a character in >> Tundra<http://groups.google.com/group/realxtend/t/3f14570d68fae36c> >> >> Vaibhav Vaidya <[email protected]> Mar 27 05:50PM +0530 >> >> Hii all, >> >> I am new to Tundra. I have created a scene. I want to attach a script >> to a >> character. I tried hard to write a simple script which moves the >> character >> to-and-fro when the client logs in, but got stuck. >> Can anybody suggest a sample script for above mentioned purpose?? >> The entity name is UrbanFemale and it has only one animation "Walk", >> animation controller name is UrbanFemaleAnimation. >> >> ~Vaibhav >> >> >> >> >> "Ali Kämäräinen" <[email protected]> Mar 27 04:30PM +0300 >> >> Hi, >> >> Could you try to stick in one thread, instead of creating multiple >> threads >> for the same issue? >> >> Grey skies, >> Ali Kämäräinen >> >> >> >> Tundra Script<http://groups.google.com/group/realxtend/t/c79a86e0ad50d85c> >> >> Vaibhav Vaidya <[email protected]> Mar 27 03:17PM +0530 >> >> Hii all, >> >> var entityNameToFind = "UrbanFemale."; >> >> function ShowAnimation() >> { >> var objectToAnimate = scene.GetEntityByName(entityNameToFind); >> console.LogInfo("Hey great, I found " + entityNameToFind +" Starting >> animation"); >> var availableAnims = >> objectToAnimate.animationcontroller.GetAvailableAnimations(); >> console.LogInfo(availableAnims); >> } >> else >> { >> console.LogWarning("Entity " + entityNameToFind + " was not found or >> animation controller component is not there! Trying again in 1 >> second."); >> frame.DelayedExecute(1.0).Triggered.connect(StartAnimation); >> } >> } >> >> // Only run on client. One time animation enabling. >> if (!server.IsRunning() && !framework.IsHeadless()) >> { >> StartAnimation(); >> } >> >> >> >> >> Vaibhav Vaidya <[email protected]> Mar 27 03:29PM +0530 >> >> Hii all, >> >> I have written the following script. I checked "Run on load" to true. >> When >> I launch the client see the message: >> Hey great, I found UrbanFemale. but do not see the available >> animation. >> >> But when i go to view -> scene -> UrbanFemale. -> AnimationController >> -> >> functions -> GetAvailableAnimations() >> It shows me the animation "Walk". >> >> var entityNameToFind = "UrbanFemale."; >> >> function ShowAnimation() >> { >> var objectToAnimate = scene.GetEntityByName(entityNameToFind); >> >> console.LogInfo("Hey great, I found " + entityNameToFind ); >> >> var availableAnims = >> objectToAnimate.animationcontroller.GetAvailableAnimations(); >> console.LogInfo(availableAnims); >> } >> >> if (!server.IsRunning() && !framework.IsHeadless()) >> { >> StartAnimation(); >> } >> >> >> Also, when i run the script view -> scene -> UrbanFemale. -> Script >> -> Run() >> This runs the script and shows the message: >> >> Hey great, I found UrbanFemale. >> Walk >> >> Am I missing anything?? >> >> ~Vaibhav >> >> >> >> >> Vaibhav Vaidya <[email protected]> Mar 27 03:30PM +0530 >> >> Please ignore the previous part.. >> >> >> On Tue, Mar 27, 2012 at 3:29 PM, Vaibhav Vaidya >> >> >> >> >> "Ali Kämäräinen" <[email protected]> Mar 27 02:32PM +0300 >> >> GetAvailableAnimations() returns a list so you need to print each >> element: >> >> var availableAnims = >> objectToAnimate.animationcontroller.GetAvailableAnimations(); >> for(var i = 0; i < availableAnims.length; ++i) >> console:LogInfo(availableAnims [i]); >> >> Grey skies, >> Ali Kämäräinen >> >> >> >> >> Vaibhav Vaidya <[email protected]> Mar 27 05:11PM +0530 >> >> @Ali : >> >> I tried this also but I see the same results. >> >> >> >> >> >> "Ali Kämäräinen" <[email protected]> Mar 27 04:28PM +0300 >> >> I see that your script is calling StartAnimation(). However, I see no >> such >> function in the text you pasted, but only ShowAnimation(). Are you >> calling >> non-exising function by accident? >> >> >> >> >> Jonne Nauha <[email protected]> Mar 27 04:29PM +0300 >> >> The reason why you get a empty list with "Run On Load" is probably >> because >> the skeleton asset has not been inspected yet for the animation >> names. Also >> i think you cannot start them if that is the case. This is why later >> when y >> ou run the script it responds with the proper anim names. >> >> Seems that there is no proper way to ask >> ent.animationctonroller.IsReady() >> or IsDetected() etc. So you can just assume to try again in 1 second >> if the >> animation name list is empty like so: >> >> if (availableAnims.length <= 0) >> frame.DelayedExecute(1.0).... etc.... >> >> Best regards, >> Jonne Nauha >> Adminotech developer >> >> >> On Tue, Mar 27, 2012 at 2:41 PM, Vaibhav Vaidya >> >> >> >> You received this message because you are subscribed to the Google >> Group realxtend. >> You can post via email <[email protected]>. >> To unsubscribe from this group, >> send<[email protected]>an empty message. >> For more options, visit >> <http://groups.google.com/group/realxtend/topics>this group. >> >> -- >> http://groups.google.com/group/realxtend >> http://www.realxtend.org >> > > -- > http://groups.google.com/group/realxtend > http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
