3rd person default and still act like a FPS
by Guilherme Bettencourt · in Game Design and Creative Issues · 04/22/2010 (1:41 pm) · 1 replies
Good evening Torque community members,
I have recently started 'playing' with Torque and I find it to be a rather powerful engine, by far more powerful then I originally expected for sure.
Straight to the problem: I attempted to make the 3rd person camera the default one and the RTS Guide really helped me to understand Torque's mechanics, however, using the RTS mode you can't move with the keys nor aim and so on. Thing is, I do want the whole FPS content except that it should be in 3rd person.
Does anyone have any idea on how to accomplish this ?
In addition if anyone knows how to make different types of weapons (e.g. torque by default only brings a shooting weapon, what if, lets say, I want the game to have both ranged - like a rocket launcher - and melee type weapons - like a sword - that only make damage when they actually hit someone or maybe when the weapon hits an object?),please share some tips or your thoughts on how to do it.
Thanks in advance.
I have recently started 'playing' with Torque and I find it to be a rather powerful engine, by far more powerful then I originally expected for sure.
Straight to the problem: I attempted to make the 3rd person camera the default one and the RTS Guide really helped me to understand Torque's mechanics, however, using the RTS mode you can't move with the keys nor aim and so on. Thing is, I do want the whole FPS content except that it should be in 3rd person.
Does anyone have any idea on how to accomplish this ?
In addition if anyone knows how to make different types of weapons (e.g. torque by default only brings a shooting weapon, what if, lets say, I want the game to have both ranged - like a rocket launcher - and melee type weapons - like a sword - that only make damage when they actually hit someone or maybe when the weapon hits an object?),please share some tips or your thoughts on how to do it.
Thanks in advance.
About the author
Torque 3D Owner Daniel Balmert
Default Studio Name
Currently, the engine ties your camera to your "control object" (player). This was an old throwback to the simplicity of FPS games where the camera was easily coded and you couldn't "move" without the camera also moving, so they just tied them together at the hip.
In the near-ish future, they are looking at improving the cameras base functionality, but until then, everything is possible through source access (albeit a big commitment.)