Using cloak...
by Daniel Brown · in Torque Game Engine · 07/18/2004 (4:00 pm) · 9 replies
How do i tell the engine what texture to use when using cloak? is there a special directory i need to put it in or something?
Thanks
Thanks
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#2
For example:
cloakTexName = "starter.fps/data/testures/cloak.png";
07/18/2004 (7:22 pm)
Sam, its not hardcoded. It uses a datablock variable called cloakTexName.For example:
cloakTexName = "starter.fps/data/testures/cloak.png";
#3
07/19/2004 (11:43 am)
Whats the difference in how the engine handles a "cloaked" texture as opposed to a regular texture? Why not just treat it as normal?
#4
07/19/2004 (1:18 pm)
Ahh I see now, well it used to be hardcoded. Glad they fixed it.
#5
07/20/2004 (5:09 am)
Btw, since we're on the cloak topic, was looking at this myself, and was wonderin, is there a way to set the cloak level? i coudln't find it myself.. Or is the value hardcoded?
#6
07/20/2004 (5:49 am)
It isnt exactly a value it is either true or false using %client.setCloaked(true); i think....
#7
07/20/2004 (7:46 am)
No, there is a value mCloakLevel thats used in figureing the alpha setting to make the player. Only problem is, i cant seem to find where u can change that.. :/
#8
07/20/2004 (1:21 pm)
You will have to add in some simple code in order to change it manually in scripts. The cloaklevel is used internally to gradually fade in and out the shapes instead of just instant popping.
#9
07/21/2004 (12:44 pm)
If you want to make an object that fades in then fades out, you can use %obj.startFade(%time, %notSureWhatThe2ndVarDose, %bool);
Torque Owner Sam Guffey