Game Development Community

Info Request: Setting Vehicle Weapon Triggers on the fly

by Lee Wickham · in Torque 3D Professional · 10/20/2011 (2:01 pm) · 2 replies

Hey every one, im looking to find out of any one in the community know if it is possible to modify the engine to an extent were one would be able to define what trigger (e.g keyboard key or mouse button) fires what weapons when your setting up the vehicles on add function or some thing simmaler

e.g i have a flying vehicle that has 5 weapons nodes set up as the following

Node0 cannon (primary Fire Trigger - Linked)
Node2 cannon (Primary Fire Trigger - Linked)
Node3 Cannon (Primary Fire Trigger - Linked)

Node4 Missile (Alt Fire Trigger - Linked Alternating)
Node5 Missile (Alt Fire Trigger - Linked Alternating)

Note: Because of the way the base engine is coded i am skipping node 1 as this defaults to the alternate fire trigger.

as you can see from the layout above my three cannons all fire simultaneously from the primary trigger (this is working)

What i need to get working is the following

1. have the ability to directly control (with out the engine overriding) what weapons the alternat trigger can fire and in what type of sequence.


any suggestions would be greatly appreciated

thanks !

#1
10/20/2011 (3:23 pm)
Update: Ok i have both the Missile now mounting

Note:Edited described below have been made in shapeBase.h

i achieved this by editing the MaxMountedImages from 4 to 8 (iv added two extra in in-case i need them down the line)

Now the problem im facing is only one of the missiles will fire its as if there's another setting some were stating that only 4 weapons can be scripted or used.

now i have tried changing MaxScriptThreads from 4 to 8 (and 6) but alas once rebuilt my flying vehicle disappears from the level.

so now im sitting hear scratching my head wondering what i have missed and/or where im going wrong.

any help would be most appreciated.

thanx again!
#2
10/30/2011 (10:01 pm)
Shameless bump.