Firing multiple mounted weapon images
by Jack Stone · in Torque 3D Professional · 09/03/2009 (6:32 pm) · 0 replies
I have used this resource: http://www.garagegames.com/community/resources/view/5677
To mount multiple weapon images to my player model. I now want to allow the player to fire each weapon individually using a gui screen, rather than the mouse.
The first weapon works fine, using just setimagetrigger(0,true);
However, I can't get the weapon mounted to the second slot to fire at all. I have looked at the Trigger images (setImageTriggerState) code is player.cpp, as mentioned in several threads, including this one:
http://www.garagegames.com/community/forums/viewthread/78018 but it hasnt't made any difference at all to the firing of the weapons.
Any ideas at all as to how I would go about this?
I could use the onfire() function of the weapon itself to manually fire a shot, but the images don't have object id's, I can only get the datablock id, so that's no good.
Thanks a lot for any help.
To mount multiple weapon images to my player model. I now want to allow the player to fire each weapon individually using a gui screen, rather than the mouse.
The first weapon works fine, using just setimagetrigger(0,true);
However, I can't get the weapon mounted to the second slot to fire at all. I have looked at the Trigger images (setImageTriggerState) code is player.cpp, as mentioned in several threads, including this one:
http://www.garagegames.com/community/forums/viewthread/78018 but it hasnt't made any difference at all to the firing of the weapons.
Any ideas at all as to how I would go about this?
I could use the onfire() function of the weapon itself to manually fire a shot, but the images don't have object id's, I can only get the datablock id, so that's no good.
Thanks a lot for any help.