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

Reply via email to