Game Development Community

How To Use Triggers In Shape Editor

by Necrode · in Torque 3D Professional · 10/24/2009 (4:33 pm) · 2 replies

I would like to know how to use the triggering system in the new Shape Editor tool. It looks like you can add triggers to certain frames in an animation, but how do you call a function when the thread hits one of the trigger frames?

What I'm after here is being able to pause the animation when it hits a certain frame.

Thoughts?

Thanks!

About the author

They locked me in here with a computer, and said I don't get to leave until I've completed a computer game.


#1
10/24/2009 (5:03 pm)
I believe this is all hardcoded, so you'd have to write triggers into your functions.

Walk animation triggers release coloured dust, footprints, and footstep sounds, nad that's what the code is set up to do in stock (alledgedly).
#2
10/26/2009 (1:34 am)
The ShapeEditor only allows you to edit trigger frames and states. To setup callbacks on those triggers, you'll need to modify the C++ code for the relevant object.

Take a look at Player::updateActionThread to see how to query trigger states for an animation thread.