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Moving objects on a path

by Andrew13 · in Torque 3D Professional · 03/01/2010 (3:22 pm) · 6 replies

I am trying to accomplish something that sounds simple but appears to be more complicated ...

On a trigger event I want to have an TSstatic object move from a start point along a series of points. I want to change positions and rotation as i move .

I also need to be able to control speed of motion.

I thought this sort of functionality would be easily scripted or accessible via a built in tool , Is this the case ?

My search-fu appears to be weak or more likely , I am not using the right terms .

In torque speak what exactly am i trying to do ?

thanks

Andrew

T3D pro WIn XP / OS X 10.6.3

#1
03/01/2010 (3:34 pm)
I'll save you a little pain ... "TsStatic" doesn't move (beyond it's own animation), it is just static and not dynamic.

The (counter-intuitively named) "StaticShape" is dynamic, and can do whatever you can script it to do.

You might consider checking out vehicles or even AI for inspiration.
#2
03/01/2010 (3:47 pm)
@steve

Thanks for the info.

I wondered at the distinction. Does this mean a TS static object cannot move ? or just that it generally does not ?

I had discovered that i can " jump " an object from one point to another . However thus far the method for moving an object eludes me .

thanks for the pointer !

thanks
#3
03/01/2010 (3:50 pm)
TsStatic doesn't move, even an animated TsStatic requires custom collision mesh/es to cope with the movement of it's own animation.

"Jumping an object" is just placing it in a new position, not the same as moving.

Sounds more like you want to use a vehicle class, of which I have no experience ...
#4
03/01/2010 (4:05 pm)
@steve

Ok This seems overly complex.

Say i have a spear (rock , rocket , ostrich ) modeled and i want to have it move across the screen from left to right ( relative to the player camera ) ... This requires a vehicle class ? I am looking now but it seems like overkill.

Does the current T31.0.1 still have the code for Kork ? Perhaps i could look in there ...?
#5
03/01/2010 (5:23 pm)
If Kork code = AIplayer.cs then yes. AiManager is commented out in Gamecore.cs.
#6
03/01/2010 (9:20 pm)
OK AIplayer appears to be full of interesting code. I see code to spawn on and follow paths .

All this beg the question

" How do i create paths and path nodes ? "

Thank for your help Steve