T3D Zone , Zone Portal, Physical Zone or Mission Area
by Jeff Yaskus · in Torque 3D Professional · 02/02/2011 (3:23 pm) · 4 replies
I'm trying to understand what these level "objects" do and how to properly use them?
So far I've understood that "Mission Area" is aka "Mission Boundary" area ... and looks like it might trigger player::onLeaveMissionArea() or onEnterMissionArea() scripts.
But no idea how to use that to stop the player from leaving the mission.
No idea what a ZONE, ZONE PORTAL or PHYSICAL ZONE ... IS or What its used for.
If anyone knows, please add your comments ... as none of these are in the online DOCs.
So far I've understood that "Mission Area" is aka "Mission Boundary" area ... and looks like it might trigger player::onLeaveMissionArea() or onEnterMissionArea() scripts.
But no idea how to use that to stop the player from leaving the mission.
No idea what a ZONE, ZONE PORTAL or PHYSICAL ZONE ... IS or What its used for.
If anyone knows, please add your comments ... as none of these are in the online DOCs.
About the author
Long time gamer, hacker and programmer. With dreams of making video games -
#2
There is a Resource for TGE that can be ported that turns the mission area boundary into a forcefield with/without bounceback and visuals. There is also a scripted solution for TGE/TGEa that can easily be used as well.
02/02/2011 (5:03 pm)
Quote:In an early T3D beta I had it where the player took damage over time if he left the Mission Area in the FPS project... think it's still there but we might have removed it. Basically the GameConnection callback sends a message to the client and then the playerdata callback does some action just as you surmised.
So far I've understood that "Mission Area" is aka "Mission Boundary" area ... and looks like it might trigger player::onLeaveMissionArea() or onEnterMissionArea() scripts.
But no idea how to use that to stop the player from leaving the mission.
There is a Resource for TGE that can be ported that turns the mission area boundary into a forcefield with/without bounceback and visuals. There is also a scripted solution for TGE/TGEa that can easily be used as well.
#3
I think the easiest of the boundary solutions to convert to T3D is the scripted version here;
https://www.garagegames.com/community/blogs/view/16163
Will see if I can get it working and post results.
02/02/2011 (11:37 pm)
This is a big help, thanks guys!I think the easiest of the boundary solutions to convert to T3D is the scripted version here;
https://www.garagegames.com/community/blogs/view/16163
Will see if I can get it working and post results.
#4
11/05/2011 (9:42 pm)
best way to keep them in the mission area is to make a island with a water plain, then have water do damage to them, they either swim back or die.use the terrain editor to push down the edge of the map as far as it will go, add your water plain and raise it to the level you want, then add a land plain and place it below the water plain but above the bottom edge you pushed down,so they cant get under the map. i mean where they gonna go then hehe.i don't even use the mission area red line demon anymore.good luck.
Torque 3D Owner Marcus L
A volume where all the objects within this volume is rendered separately from the rest of the world. The purpose of this is to improve performance when in different zones of your level, to not render stuff you won't see.
Zone Portal:
A object that will allow what is inside a Zone to be rendered when outside the Zone, and vise-versa.
A way to look at it, is that a Zone is a windowless house, and the Portals are the windows. So you see through them, only.
Physical Zone:
A zone that has different physics options than the rest of the level. For example anti-gravity. If you go to the FPS Example->Deathball Desert, you'll find a example inside the stations. Go in it, and you'll take off.
Hope this was clear enough =)
Also note that there is a bug with the Zones. Rene is currently working for a fix