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Trying to create a MotherShip with bridge

by Andrea Barolo · in Torque Game Engine · 09/18/2005 (6:36 am) · 2 replies

We have big problems here to use Torque GE to create a game really different from a FPS !!! We are trying to create a gui controlled mothership. The player can only see the ship bridge and give orders only via gui (for exemple - > turn left 30

#1
09/18/2005 (7:32 am)
What you're asking is possible via Torque Script.

Can you just remove the keyboard bindings for movement and do something similar in your own scripts?

For example, in starter.fps's /client/scripts/default.bind.cs you find:
moveMap.bind( keyboard, a, moveleft );
moveMap.bind( keyboard, d, moveright );
moveMap.bind( keyboard, w, moveforward );
moveMap.bind( keyboard, s, movebackward );
moveMap.bind( keyboard, space, jump );
moveMap.bind( mouse, xaxis, yaw );
moveMap.bind( mouse, yaxis, pitch );

...and each of those functions is defined something like this:

function setSpeed(%speed)
{
   if(%speed)
      $movementSpeed = %speed;
}

function moveleft(%val)
{
   $mvLeftAction = %val * $movementSpeed;
}

If I were you, I'd start by commenting out the default key & mouse bindings in default.bind.cs. Also, delete config.cs so that the default bindings get re-applied... In your script that interprets the ship console commands, change $movementSpeed, $mvLeftAction, etc... and see if it reacts the way you're expecting. Learn from the scripts in the example to see how the default starter.fps used the global variables like $mvLeftAction to move the character and do something similar for your ship.
#2
09/21/2005 (12:41 pm)
Thankyou very much !! For the answer !! My question is where did you find all the informations to (I mean complete informations) on TGE to start properly from the beginning ? It is a great problem on Torque I believe !!! Thanks again !!