Game Development Community

Doors

by Tom Spilman · in Torque Game Engine Advanced · 12/19/2004 (10:56 pm) · 3 replies

To be sure i understand. Doors do not work in either TGE 1.3 or TSE head without that resource patch correct? Is there a plan to fix this or is it considered an issue outside the core engine?

While i'm at it... are triggers are brush entities right?

About the author

Tom is a programmer and co-owner of Sickhead Games, LLC.


#1
12/20/2004 (5:20 am)
It depends on how you are going to impliment them.. Torque does NOT use "entity" doors... out of the box (there is a resource for pathed interiors tho) but for basic door functionality these resources are where to start:

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4004

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6780

as far as triggers go There are 4 types of triggers.
Area Triggers: are mission objects. - when they are entered an event can be called.

Animation triggers:syncronize animations to sounds etc

Weaponstate: tell you if your firing reloading etc

Player cntrol triggers - not really sure what these do..:)
#2
12/20/2004 (7:38 am)
I guess i'm still confused. Looking at the docs for map2dif and the map entities and properties (www.garagegames.com/docs/torque/general/apfs09.php) i'm refering to the "door_elevator". I assume this is the "entity door" that does not work? What is a pathed interior as opposed to "door_elevator"?

Again the trigger i'm refering to is the "trigger" entity parsed by map2dif. Are those also vestigial remnants in map2dif?
#3
12/20/2004 (8:13 am)
Hmm Ive never used those.. and i dont have 1.3 to test. I would assume that is the pathed interiors stuff that was put in a while ago where you can move things along a path www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6109