More Melee Help
by Ken Johnston · in Torque 3D Professional · 08/26/2009 (1:50 am) · 70 replies
has anyone succeeded in porting melee into T3D? I have been attempting to port server side melee into beta 5, i have everything apparently working all the engine changes compile without errors and am no longer getting any errors in the scripts, but when the sword is mounted to the player and i attempt to fire i get the error in setarmplayonce() in the console which is being triggered from this code in weapon.cs
I do not understand why it is triggering the echo. All animation dsqs have been added to the animation folder and executed in the player datablock. anyone have any ideas?
switch$($action)
{
//case "JumpAttack":
//%attack = %this.jumpAttack;
case "Normal":
// for now we randomly choose an attack
%index = mFloor(getRandom()*(%this.hthNumAttacks-0.0001));
if (%index > (%this.hthNumAttacks-1))
%index = (%this.hthNumAttacks-1);
%attack = %this.hthAttack[%index];
}
// setup the "play once look anim"
%obj.hthDamageAttack = %attack;
%obj.hthDamageSeqPlaying = 1;
%obj.hthDamageStartMS = $sim::Time;
%obj.hthDamageLastId = -1;
if (!%obj.setArmPlayOnce(%attack.seqName))
echo("ERROR in setArmPlayOnce()");
return;
}I do not understand why it is triggering the echo. All animation dsqs have been added to the animation folder and executed in the player datablock. anyone have any ideas?
#42
should it be defined else were as well?
09/13/2009 (2:45 am)
I have added your code above brett but for some reason i am still returning a null, not too sure why, and were exactly is the custom look animation defined which should play when the sword weapon type is picked up? I have the animations defined in the player script and have this line in sword.cs customLookAnim = "h1root";
should it be defined else were as well?
#43
09/28/2009 (10:37 pm)
Is there a zip or something with the Melee files to be copied in a fresh installation of torque 3d beta 5 that do all the work? I tried several times to do this Melee Port, but it is just impossible for me, one time I got the sword in my player's hand, but gave me some erros when I tried to attack. Just a simple question, since I'm a complete beggining to compile after the changes i need to use the visual c++ 2008, and hit the build>build solution? and to clean i need to use the clean solution?
#44
Chico - to answer your questions, build->build solution will do an incremental build of the all the code (basically anything that's been changed, or touched by a change will be recompiled). If you "clean" the solution, a build will be a complete rebuild of the solution since you've cleaned the object files. Hope this helps.
10/28/2009 (12:06 pm)
Kenneth, Chico - did you guys get this working yet? I stopped monitoring this thread, so I apologize for the delay in responding. Let me know if you still need assistance fellas.Chico - to answer your questions, build->build solution will do an incremental build of the all the code (basically anything that's been changed, or touched by a change will be recompiled). If you "clean" the solution, a build will be a complete rebuild of the solution since you've cleaned the object files. Hope this helps.
#45
10/28/2009 (10:24 pm)
brett - thank you very much, this information worth a lot for me since i'm a beginner, i can't properly instal this resource yet, i'm reading some c++ books to be able to work with torque 3d, after this i will try one more time (probably after a year sad lol :/), thanks again!
#46
10/29/2009 (8:57 am)
anyone have clean set of instructions and the code for getting this into T3D. the original resource thread is 18 pages long with many changes and fixes and the main post I dont believe is updated with the fixes.
#47
10/29/2009 (12:50 pm)
I still haven't got it to work, The engine crashes still every time i try an attack, for some reason the setarmthread is still calling null and I am clueless as to why...
#48
have anybody any news about the serveside melee port to torque 3d?
11/03/2009 (7:18 am)
Kenneth, finally i got in this stage that you are, but i'm not crashing with the sword, it just don't do nothing in my hand, and show the same msg that are showing to you, I can't belive how difficult is to include a important resource like this, a lot of pages and threads and nobody seems to know how to fix or install this, things like this should be included by default in torque 3d sourcehave anybody any news about the serveside melee port to torque 3d?
#49
11/03/2009 (8:32 am)
Here's what I'll do. I'm going to install a fresh copy of T3D today, and put in just the serverside melee resource. I'll get the code ready, as well as scripts/model/animations/etc, zip it all up, upload it and post the link later today. Cool?
#50
I'm studying and trying to include this resource for a long long time, i cry of happiness if you do this :~~
11/03/2009 (8:59 am)
Ultra Cool Brett,I'm studying and trying to include this resource for a long long time, i cry of happiness if you do this :~~
#51
I'll be sure to keep the link private because this does contain T3D source code.
11/03/2009 (9:29 am)
It's ready :) I have included the "melee orc" that came with the original resource as well as some really short instructions on integrating it. I have not yet completed my recompile and testing however. Once that is done, I'll respond with a link.I'll be sure to keep the link private because this does contain T3D source code.
#52
http://www.mediafire.com/download.php?vygtn144gzl
I'd also like to warn you guys. The melee orc model looks funky in T3D. Seems to be missing some textures? But he works for testing purposes.
11/03/2009 (10:05 am)
Here's the link. This is setup to run in a brand new FULL TEMPLATE project using T3D 1.0.1. Just drop in the new C++ code, the scripts and assets, then recompile. I've tried to make this as painless as possible. Enjoy :)http://www.mediafire.com/download.php?vygtn144gzl
I'd also like to warn you guys. The melee orc model looks funky in T3D. Seems to be missing some textures? But he works for testing purposes.
#53
just so others know you must sign up to be able to get download
11/03/2009 (11:31 am)
thanks so much. will give this a try and let you know how it goes.just so others know you must sign up to be able to get download
#54
11/03/2009 (1:02 pm)
Brett, IT WORKED, i can't belive :), finally!! the instructions was so easy, thank you very much, i will look all the code to understand what i was doing wrong, and i'll try do the shield works too :), i will post soon
#55
11/03/2009 (1:17 pm)
Sweet! You're welcome Chico (and anyone else using this).
#56
one thing I noticed that came back with this it the gamepad causeing nonstop shotting/swinging. this was fixed with the 1.0 release so what in this would bring that back?
I have to disconnect my gamepad to get it to stop. then it works as desired
11/04/2009 (3:39 pm)
finally got to test this in a clean build. it works great. thanks so much for your efforts.one thing I noticed that came back with this it the gamepad causeing nonstop shotting/swinging. this was fixed with the 1.0 release so what in this would bring that back?
I have to disconnect my gamepad to get it to stop. then it works as desired
#57
That's an interesting issue, Donald. What specific gamepad are you using? I'm about to start coding a fighting game (Tekken-like) and I'm sure we'll experience this problem. If/When we have this issue, I be sure to post the fix. If you figure out the problem, please let me know :) Thanks!
11/05/2009 (8:53 am)
My pleasure! That's an interesting issue, Donald. What specific gamepad are you using? I'm about to start coding a fighting game (Tekken-like) and I'm sure we'll experience this problem. If/When we have this issue, I be sure to post the fix. If you figure out the problem, please let me know :) Thanks!
#58
www.garagegames.com/community/forums/viewthread/95703
was never stated how it was fixed so was curious as to why using this resource brought the problem back.
11/05/2009 (11:18 am)
its a Xbox 360 wireless controller. have to remove battery pack so its can't conect at all to stop the auto fire issue. this happened a while back in beta3 and continued thru beta5 but was fixed in release. www.garagegames.com/community/forums/viewthread/95703
was never stated how it was fixed so was curious as to why using this resource brought the problem back.
#59
11/05/2009 (11:22 am)
I always thought that there were memory leaks and some other stuff with this particular modification. @Brett did you clean it up?
#60
@JesseL - Negative, I fully expect there to be bugs in this implementation. In fact, the code is almost exactly the same as the original resource. As I move forward with my own game and implementation, I'll keep tabs on fixes and be sure to post them. If I get it working well enough, I'll make a resource for everyone.
11/05/2009 (12:26 pm)
@Donald - I'll take a look at the code, as compared to the 1.0.1 stock code, and see if I can spot where this might be happening. Can you confirm that your gamepad works fine with stock 1.0.1?@JesseL - Negative, I fully expect there to be bugs in this implementation. In fact, the code is almost exactly the same as the original resource. As I move forward with my own game and implementation, I'll keep tabs on fixes and be sure to post them. If I get it working well enough, I'll make a resource for everyone.
Torque Owner Brett Canter
7 Moose Games LLC
add this code:
That will ensure the thread is at least created when you come into this function.
The "Look" animation is defined along with the rest of the animations in script. For example, BoomBot.cs has the look animation defined as: