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
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
#2
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
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
"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 ...
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
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 ...?
03/01/2010 (4:05 pm)
@steveOk 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
All this beg the question
" How do i create paths and path nodes ? "
Thank for your help Steve
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
Associate Steve Acaster
[YorkshireRifles.com]
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.