Purchasing system like Counter Strike...
by Ryan Scott · in Torque Game Engine · 10/31/2003 (8:22 pm) · 5 replies
Is anyone aware of a resource that's been created already that would provide a similar system for purchasing weapons?
I imagine something like this wouldn't be very hard to produce. Perhaps someone would care to share a few thoughts on the general process of it?
Thanks-
R
I imagine something like this wouldn't be very hard to produce. Perhaps someone would care to share a few thoughts on the general process of it?
Thanks-
R
#2
Player has a varible, money. Variable decreases when weapon is purchased(-weapon.cost). Weapon cannot be purchased if the money variable is not equal to or greater than the cost variable of the weapon.
Weapons could be a list that the purchasing script could access.
11/01/2003 (5:25 am)
Another thought :Player has a varible, money. Variable decreases when weapon is purchased(-weapon.cost). Weapon cannot be purchased if the money variable is not equal to or greater than the cost variable of the weapon.
Weapons could be a list that the purchasing script could access.
#3
11/01/2003 (8:44 am)
Where would I go about making a variable for each player? It seems that I read somewhere that the player class gets deleted if the player dies. Is that correct?
#5
11/02/2003 (10:59 pm)
@Ryan: yes player is deleted, that's why you don't store that stuff in the player class but in the gameconnection class.
Torque Owner John Vanderbeck
VanderGames
Trigger a GUI popup. Player purchases weapons in the popup, and you spawn the weapons in the players inventory.