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Cannibalising starter.racing controls question

by Munly Leong · in Torque Game Engine · 09/24/2005 (5:15 pm) · 8 replies

Hi,

Ive just started digging through TGE and decided to make a vehicle based shooter. Having no assets to begin with I decided to see if I could import the buggy from starter.racing into the torque tutorial base to begin with. I just copied over the code (as well as the art and dts) to spawn the buggy on game connection, as well as the controls (config.cs) and linked them up in the same way from starter.racing except the controls don't bind, the buggy loads okay. I've checked to see if it's even loading the config.cs right by echoing out to console and it is so.. kinda stumped here.

Bah I intended to have the whole thing zipped up as an attachment here but don't see the option so I apologise for the vagueness of this post. Anything I might have left out?

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#1
09/24/2005 (5:32 pm)
There are multiple files that do bindings. There are one or more config.cs files and a default.bind.cs file.
So, you may have to make sure you are adjusting the correct one. Do a search on the site to find out why there are multiple files.

Also, are you deleting your *.dso files? (the compiled versions of the .cs files)
#2
09/24/2005 (5:40 pm)
Why not start with the racing kit and work from there?
#3
09/24/2005 (9:24 pm)
I already tried nuking all my dso files. What's the bind priority, default.bind.cs then config.cs? I'm a bit confused about that.

Going to try nuking default.bind.cs maybe, Ive looked for control documentation but in case I still can't find what you're referring to, have you got a link? I suspect its not a keybind issue at all , as NONE of the keys work. Sorry if I wasn't clear on that, I think its an object binding issue. The engine doesn't know what object(the buggy) to bind the config to, and right now im not clear on that either.

To answer your question. I really don't want to start with the racing kit since we'll end up dismantling it. I prefer to build from the ground up to understand and also be more efficient about things
#4
09/25/2005 (5:37 pm)
Oh dear, don't kill default.bind.cs. Config.cs takes priority over it. But it's needed to bring back defaults, and it also implements a lot of helper functions.

Are you pushing your ActionMap? That's all done by client side scripts. If it's not active it'll not do anything! :)

Even if you're build from the ground up, I cannot stress enough how productive it would be to read and understand the starter racing kit. It demonstrates everything you need to know.
#5
09/26/2005 (1:30 pm)
I'm not going to have any time to work on it till Wednesday :( but... Action... Map?
#6
10/02/2005 (10:42 pm)
Yes, actionmaps are what manage input in Torque (the GUI deals with stuff differently, but for gameplay, binds are where it's at). They give you a great deal of power and flexibility. Just read over default.binds.cs and you'll get a good idea of what can be done.
#7
10/21/2005 (5:23 am)
Actually, it's not the key bindings at all. I'm sure I confused everyone by misusing the word bind, when I said bind, I really meant to bind the keys to an object to control. What I really meant was binding a control to an object or.. in other words

using setControlObject(%var); to give control of the buggy to the player.
#8
10/21/2005 (5:43 am)
Terminology can be rough, glad you got it figured out!