Game Development Community


#1
07/05/2005 (6:06 pm)
Hrm...usually you would enter them in .cs files, located in /scripts directories in /client, /server, and various other places.
#2
07/05/2005 (6:13 pm)
Try reading from the front cover to the back. When you jump into the middle of something it makes it rather difficult. The beginning of his book goes into braindead easy detail on where to start.
#3
07/06/2005 (4:54 am)
Follow Michaels advice. Start at the beginning of the book and work through it slowly. Use the version of TGE that comes with the book for each chapter of the book as well. Otherwise you'll spend more time porting the books older code to work with the difference in the newer TGE than you will learning things.

Also subscribe to the 3dgpaio forum. There are several places in the book where typo's crept in that could have you wasting time trying to work out what you're doing wrong, when you havn't done anything :) It'll be much quicker to keep an eye on that forum and search the existing threads incase its a common problem.
#4
07/21/2005 (2:12 am)
Torque script hasn't been a problem for me. However, I'm very curious about where to find 3DGPAIO. I was able to get the 3DGPAi1 Koob from the 3d Game programming text cd authored by Kenneth C. Finney. Are the two utilities identical? If not, where can I find 3DGPAIO? How do I subscribe to the 3dgpaio forum?

Thanks
#5
07/22/2005 (6:31 am)
Hey Matt... i'm just a few days ahead of you, and i can understand where you're coming from...

if you have the Finney book, you've already taken a first important step... it will clear up a lot of conceptual things, which, i feel are the main reasons why a lot people coming over to TGE have a lil trouble getting comfortable with it... at least that was my experience...

to be honest though, and not to slight the advice given above, you don't necessarily have to do a cover to cover read (but if you have time, it wouldn't hurt :) it's a good read) in order to get a grasp on scripting... chapter4 is a good place to start... and will give you a good grasp of what scripting is about... where your scripts should go... and in general, how to go about adding your own scripting mods...

starting there and working your way outwards is the track i took as opposed to starting from the beginning and reading to the very end... for me, the scripting and organization was of primary interest, so it only made sense to start where i would be interested...

... then i wound up going from the inside out, reading about modelling, texturing, and all the other good stuff that's in there... because, you will naturally progress and need to know certain things during game development... and a lot of it is covered in the book.



may i also suggest that you get an editor that will let you see the various files that make up a TGE application in terms of a total project, and not just a collection of disparate files... a good editor is a key in getting stuff done... tribal ide works for me...

also, try and start thinking in terms of events and event handlers... and use the editors function viewing to look for the functions that handle the different events TGE raises...

Emaga4 is a basic, minimal app... a lot of superfluous, confusing to the new developer, stuff has been left out... which is a good thing... you can concentrate on the basics, and easily follow the code...

also... there is a document (or there used to be, i can't find it lately) named torque_scripting_basics021103.pdf a concise and very usefull reference to scripting, client/server, and how they all fit in place... try and get that... the last time i saw it was in the total torque docs compilation...

i hope this is of some help... good luck...

--Mike
#6
07/22/2005 (1:38 pm)
@Tatjana: FYI, those are the same book. It's simply that in one of the acronyms, people are using "1" for the One, while in the other they are using the "O" for One.