Some general questions about modding the rts pack
by Marvin Hawkins · in RTS Starter Kit · 04/07/2005 (2:41 pm) · 2 replies
Hi all,
I had a few general questions about modding the RTS pack. I bought it back in January but haven't really done too much with it. At first I was unsure how to even create anything besides the demo that came with it. But after going through 3d game programming all in one i see that what ken finney does is use scripting to make changes to the example engine. So I have a few general questions based on this.
1) If change the control source files that came with the RTS SK will that make a change to the 'game' itself?
2) Is doing this a good way to start my own project (Re. developing the SK into my game design)
3) Are the various calls in keywords that are used in scripting (EG "time" "mass" and several datablock) already understood by the torque engine?
4) If I have to create my own function do I have to Mod or change the engine itself?
5) The game I want to make is a hybrid RTS/Action game. From reading the forums I've found out that some functionailty has been moved or changed to create more of an RTS game. I have TGE and the RTS packs on my desk top. Could I just drop in the Action functions from the Torque engine source into the RTS source?
6) Is there a document that lists the specific changes to the TGE for the RTS pack? (I found the RTS manual It lists the new code modules that were added to the engine I guess. But it doesn't mention any things that may have been removed.
I had a few general questions about modding the RTS pack. I bought it back in January but haven't really done too much with it. At first I was unsure how to even create anything besides the demo that came with it. But after going through 3d game programming all in one i see that what ken finney does is use scripting to make changes to the example engine. So I have a few general questions based on this.
1) If change the control source files that came with the RTS SK will that make a change to the 'game' itself?
2) Is doing this a good way to start my own project (Re. developing the SK into my game design)
3) Are the various calls in keywords that are used in scripting (EG "time" "mass" and several datablock) already understood by the torque engine?
4) If I have to create my own function do I have to Mod or change the engine itself?
5) The game I want to make is a hybrid RTS/Action game. From reading the forums I've found out that some functionailty has been moved or changed to create more of an RTS game. I have TGE and the RTS packs on my desk top. Could I just drop in the Action functions from the Torque engine source into the RTS source?
6) Is there a document that lists the specific changes to the TGE for the RTS pack? (I found the RTS manual It lists the new code modules that were added to the engine I guess. But it doesn't mention any things that may have been removed.
#2
04/08/2005 (4:01 pm)
Read the forums here, there is a very basic and in no way proper thread about adding FPS in, im also trying to add the same feature.
Torque 3D Owner J.C. Smith
http://www.geemus.com/gg/rtsdoc.html