Weapons in the example?
by Nick Kossintsev · in Torque Game Engine · 04/17/2003 (10:52 am) · 3 replies
Could someone please tell me how to add weapons to the torqueDemo example? E.g.: what steps must I take in order to add a weapon object that is pickable, mountable, and shootable?
Oh, and any other weapon-related tutorials or sites would be greatly appreciated...
-Nick
Oh, and any other weapon-related tutorials or sites would be greatly appreciated...
-Nick
About the author
#2
Any idea on how I can add animation to the weapon model (for the onFire event or whatnot)? Which CS file(s) should be altered? Should it be the regular DTS file with DSQ animation sequences?
04/17/2003 (1:51 pm)
Thank you, that helps!Any idea on how I can add animation to the weapon model (for the onFire event or whatnot)? Which CS file(s) should be altered? Should it be the regular DTS file with DSQ animation sequences?
#3
so if it is in the dts fine else loaded as an externl dsq
(not necessary)
find in the weapon script file example:
../torque/example/fps/server/scripts/rifle.cs
find the code:
this is telling the engine to play the Fire animation when the Fire state is activated.
04/17/2003 (2:08 pm)
however you've prepared your animation.so if it is in the dts fine else loaded as an externl dsq
(not necessary)
find in the weapon script file example:
../torque/example/fps/server/scripts/rifle.cs
find the code:
// Fire the weapon. Calls the fire script which does // the actual work. stateName[3] = "Fire"; stateTransitionOnTimeout[3] = "Reload"; stateTimeoutValue[3] = 0.1; stateFire[3] = true; stateRecoil[3] = LightRecoil; stateAllowImageChange[3] = false; stateSequence[3] = "Fire"; stateScript[3] = "onFire"; stateEmitter[3] = RifleFireEmitter; stateEmitterTime[3] = 0.3;notice the :
stateSequence[3] = "Fire";
this is telling the engine to play the Fire animation when the Fire state is activated.
Torque Owner Badguy
find the file:
../torque/example/fps/server/scripts/rifle.cs
this script Implements a weapon and the corresponding projectiles
as well as the onFire method
in order for the player to be able to pickup this weapon
find the file:
../torque/example/fps/server/scripts/player.cs
find the portion:
using the rifle.cs find the portions that specify
RifleAmmo <- rifle ammo
Rifle <- rifle
the functions that allow him to select the weapon are found in:
../torque/example/fps/client/scripts/default.bind.cs
at about line 218
and that's all.