mvTriggerCount0
by Eric Soyon · in Torque 3D Beginner · 08/25/2010 (1:58 am) · 4 replies
I am trying to script a function to fire the stateMachine so I don't have to do a bunch of extra work to get scripted melee weapons into Torque. I am just wondering exactly how $mvTriggerCount0 works and how I can simulate calling this.
About the author
#2
08/26/2010 (1:30 pm)
In TGE, there is a function called onTrigger that is called on a Player's datablock when one of their triggers is set. You could use this function for melee weapons if you wanted (and if it's still in T3D - don't see why it wouldn't be!).
#3
08/26/2010 (4:44 pm)
The callback that Daniel mentions is still there and can be used as a script override for the various move triggers on a per player datablock basis. By default it doesn't do anything.
#4
08/28/2010 (3:57 pm)
Awesome thanks!
Torque Owner Ken Johnston
Indiestructable Systems
As just a bit more superfluous information the mvtrigger0 is hard coded to the left mouse which is set to the fire states in both the source and in default binds. mvtrigger1 is the alternate fire, trigger2 is jumping, trigger 3 and 4 or pose changes (crouch and prone, swimming etc)
I guess you could attempt to hijack one of these states, though that might not give you quite what you are looking for.