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Wallfire, possible with TGE ?

by Yannick Lahay · in Torque Game Engine · 01/02/2005 (8:05 am) · 10 replies

First... HAPPY NEW YEAR !! ;)


Now I can ask you some help :D

Ok, I explain what is wallfiring.
This technique is very used in CS, it's the fact to shoot somebody thru
a wall, but it depends of the weapon you use. Some weapons can't allow wallfiring.

I wonder if this can be easily adapted to TGE ?
And if the engine has to be modified, or if all is about scripting ?

Hint : some CS mappers said to me that CS automatically allows wallfiring or not, depending of the thickness of walls. So it can be related to mapping too.


If anyone got an idea, an hint, or has already used wallfiring in TGE, in an FPS, let me know :)


Thank you very much for your help, and sorry for my english... i don't know if all is correct ;)

#1
01/02/2005 (8:51 am)
I'm not sure but I think you might be able to pull it off in script. Look at how the projectile collides (onCollision) with certain types of objects (in this case, the object is an interior) and make a seperate event for it where there is a chance the bullet passes trough.
#2
01/02/2005 (8:59 am)
I'll try this :) Thank you !

I've asked some other CS mappers, and they say it's about the material you affect to the wall.
For example, if we affect the type of material "wood" to a wall, then bullets will go thru the wall, but when the bullets hit the wall, you'll hear a sound of wood.
So they say i could play with the materials too.

But anyway there's a part of coding, sure :)
#3
01/02/2005 (7:53 pm)
Look for addMaterialMapping in script.
#4
01/02/2005 (8:05 pm)
I've seen this done along time ago in a game called Crime Force(using TGE). It had different types of materials that projectile could pass through, like glass, wood, and plaster. The glass would break after a few hits.
#5
01/03/2005 (6:13 am)
Thank you very much for your help :)

I'll try these methods, if i manage to get this effect, i think i'll type a tutorial.
I'm sure it can be interesting for many FPS games.
#6
01/03/2005 (6:44 am)
It would be great if you could do a tutorial on this... it's somthing I would love to add to my game. good luck!
#7
01/03/2005 (6:48 am)
I've looked for addMaterialMapping but it seems to only add sound to textures, or it defines the puff color.
I'd like to define if a wall is solid or if the bullets can go thru it (depending of what weapon you use).

I'll go on searching and type what i've found :)
#8
01/03/2005 (7:42 am)
I think you could check what material the projectile hit in the projectile's onCollision method and define how to handle them there.
#9
01/03/2005 (7:54 am)
I've just contacted Doyoon Kim, the programmer of Crime Force which uses that effect in his game.

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Now i'll look to the projectile's onCollision method :)
Thanks
#10
01/03/2005 (1:01 pm)
In the following thread, i've found a possible method to make it works:

http://www.garagegames.com/mg/forums/result.thread.php?qt=12633

I'll write a complete tutorial as soon as it will work for me :)