Loading a mission from GUI using MinApp tutorial
by Lars Boldt · in Torque Game Engine · 03/30/2004 (7:56 pm) · 4 replies
Hi, i've created a script file, with a StartNewGame function which is executed by a button in the GUI after tutorial 4 of the minapp.
function StartNewGame()
{
}
Now, seeing as the minapp tutorial doesn't have the server code, alot of the threads i've found on the forum won't work for me.
What do I need to write in the function to load a .mis file using the MinApp tutorial?
I've downloaded the SimpleMissionDemo, but it's a mix of server/client stuff so I got no idea where to start to look for the stuff I need, as I don't know what I need.
Any hints, links to a tutorial which will explain this would be most helpfull, thanks in advance.
Lars
function StartNewGame()
{
}
Now, seeing as the minapp tutorial doesn't have the server code, alot of the threads i've found on the forum won't work for me.
What do I need to write in the function to load a .mis file using the MinApp tutorial?
I've downloaded the SimpleMissionDemo, but it's a mix of server/client stuff so I got no idea where to start to look for the stuff I need, as I don't know what I need.
Any hints, links to a tutorial which will explain this would be most helpfull, thanks in advance.
Lars
About the author
#2
Seeing as that is not possible, for me anyway, I modified the tutorial.base instead.
Keep up with the tutorials tho, they give a great intro to Torque and helps to understand what does what.
I have a few other questions aswell:
1) Is there any working code for todays release of torque that will disable the repeating terrain, I did search on the forums but most threads are old and I couldn't find any that said they worked in todays release.
2) How do I show FPS ingame?
3) I modeled a house in 3ds max, and exported to DTS, is this dumb? Is it better to make houses and any other object that you can go inside as DIF formats?
Thanks
Lars
03/31/2004 (10:24 pm)
Thanks for the info. I wasn't aware I needed the server side to get this working. As we're making a singleplayer game I wanted to rip out all the multiplayer stuff and work with the client only, so shorten the learning curve.Seeing as that is not possible, for me anyway, I modified the tutorial.base instead.
Keep up with the tutorials tho, they give a great intro to Torque and helps to understand what does what.
I have a few other questions aswell:
1) Is there any working code for todays release of torque that will disable the repeating terrain, I did search on the forums but most threads are old and I couldn't find any that said they worked in todays release.
2) How do I show FPS ingame?
3) I modeled a house in 3ds max, and exported to DTS, is this dumb? Is it better to make houses and any other object that you can go inside as DIF formats?
Thanks
Lars
#3
This is mainly an issue with the Torque content packs.
Lars
03/31/2004 (10:26 pm)
Oh and, when I place objects ingame, they are placed with half of the object underground, is this because it's not at 0,0,0 in for instance 3ds max when exporting?This is mainly an issue with the Torque content packs.
Lars
#4
2) open the console and type "metrics(video);"
3) Generally complex models lie houses are made as DIFs to obtain proper collision.
4) Just move it up in the editor. I'm not really sure why it does it though.
04/01/2004 (5:33 am)
1) Don't know. I've never looked into that.2) open the console and type "metrics(video);"
3) Generally complex models lie houses are made as DIFs to obtain proper collision.
4) Just move it up in the editor. I'm not really sure why it does it though.
Torque Owner John Vanderbeck
VanderGames
This is the main reason I haven't had the time to move the tutorials to the next step. Instead what i'm going to recommend you do, and what I will probably do for the tutorials as well, is consider the Torque "Torque Tutorial Base" found in the directory "example\tutorial.base" as MinApp #5. It is the next logical step for the most part. It has the basic networkign code added in so as to allow loading a single player mission. Tutorial Base (TTB) also has a little extra code in that the mission loading is all there, as well as spawning a player etc, so I will take that out for MinApp #5 so we can learn it. For your use though, it is a very good next step after MinApp #4.
Hope that helps.