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Projectile object (starter.fps )

by Gagan · in Torque Game Engine · 01/06/2010 (3:01 pm) · 1 replies

Hi,
I am newbie , trying to play with starter.fps and want to do some modification in projectile object.I have lower the muzzleVelocity in crossbow.cs , so i can see the projectile object after firing(firing and collision ) .
I tried to do something with the projectile object as following
1) Want to move my camera with projectile object (the focus point of camera should be the projectile object after firing till it collied )
2) While moving projectile object in game world ,I want it to rotate with some rotational velocity about their on axis.
3) after collision projectile object get disappeared in the game but i want that it remain as in game world .
I have trying to edit the code of starter.fps (crossbow.cs)to do above three thing but i am not getting what and how should i do edit the code, can u please tell me how i do ??




#1
01/10/2010 (4:00 am)
I think all of those require source code changes, not just script changes.

Quote:1) Want to move my camera with projectile object (the focus point of camera should be the projectile object after firing till it collied )
One of the advanced camera resources might be able to help you, as long as their 'tracking' modes work on GameBase objects, not just ShapeBase ones.

Quote:2) While moving projectile object in game world ,I want it to rotate with some rotational velocity about their on axis.
In Projectile::interpolateTick, you can see where the projectile is oriented towards its velocity for rendering. You'd have to add some sort of time-based (or speed-based) roll, instead of just using the velocity every frame.

Quote:3) after collision projectile object get disappeared in the game but i want that it remain as in game world .
There's a resource here for 'fluid' projectiles which do something similar to that.
EDIT: Oh actually, I think ballistic projectiles aren't removed upon collision, so have a go at setting isBallistic = true.