Triggered sounds
by arteria3d · in Torque Game Engine · 12/29/2004 (3:56 am) · 26 replies
Digging futher into TGE to learn more, i wish to add a simple rustling sound, when my character walks through a bush object.
Therefore i can use the on:collision command. Do i simply make a new class, say 'Bush' and attach this classname to the DTS objects in question. Once this is done, i can then determine whether the player has collided with that class of object, and thus play the resulting sound???
Therefore i can use the on:collision command. Do i simply make a new class, say 'Bush' and attach this classname to the DTS objects in question. Once this is done, i can then determine whether the player has collided with that class of object, and thus play the resulting sound???
About the author
Owner of uk based Ltd company ArteriaMediaLtd. with a trading name of Arteria3d Website;arteria3d.com
#22
I'm sure I simply copied over the terrain code though. If not, then well at least its a start. It couldn't have been difficult, since I'm not a very good coder :)
01/07/2005 (2:56 pm)
My original code was completely lost in a major HDD meltdown, I'm slowly rebuilding it from the parts I could save.I'm sure I simply copied over the terrain code though. If not, then well at least its a start. It couldn't have been difficult, since I'm not a very good coder :)
#23
Also, can an object only be tested for collision if it is loads as part of a script??? or is there a way of finding the name of the object that the player bumped into and using this within a script.
01/30/2005 (6:59 pm)
Has anybody figured how to use this with .dif sounds yet????Also, can an object only be tested for collision if it is loads as part of a script??? or is there a way of finding the name of the object that the player bumped into and using this within a script.
#24
02/04/2005 (8:30 am)
Without loading an object via script, can anyone determine how i could use on::collision with say.. a rock item that the player is going over so i can trigger a hard foot sound?
#25
06/16/2005 (1:41 am)
Did anyone ever figure out why his sound didn't play? I'm in a similar boat. I did a lot of editing of some footsteps, but all of the sounds were called in C++ in the player.cc file. I need to know how to play a sound in Script.
#26
Does anyone know?
Thanks.
08/11/2008 (9:56 am)
How do you make it so that swinging your sword into grass made by a foliageReplicator actually cuts the grass? Is there a way to specify two different image files in the replicator? One for the uncut version and one for the cut version? Or would I have to specify that via a datablock and associate the datablock with the replicator somehow? Does anyone know?
Thanks.
Torque 3D Owner Billy L
I tried but i couldnt use the same code as the terrain.