Game Development Community

Per team player models

by Ian Morrison · in Torque Game Engine · 01/11/2006 (4:49 pm) · 3 replies

My game is a team based FPS. One of the things I want to do in order to make the teams look visually distinct (to avoid confusing friend from foe) is have each team use separate models.

I'm currently just setting up a separate datablock (ActorData is the default orc, AlienData is a green alien that came with the 1.3 tutorial) for each model... but this means a lot of duplicated code, and a pain in the butt to edit anything. Is there a way around this... a way to set up the aliendata datablock to inherit all properties of actordata EXCEPT for the model?

It was probably just ignorance as to how inheritence in torquescript works on my part, but I couldn't get the properties to carry over before.

Thanks!

#1
01/11/2006 (6:44 pm)
I will be putting together or attaching to C2's resource, a team based/post-game-connect character select. It allows you to select you toon, but it does not set the invenory. Thats a whole other thing.
#2
01/11/2006 (8:29 pm)
Yes! In fact, it's extremely trivial:

datablock PlayerData(ActorData)
{
   shapeName = ......
   ...........
}

datablock PlayerData(AlienData : ActorData)
{
   // different shape file
   shapeName = "path/filename";
};

Note that this is just a duplicated datablock with the shape name overwritten/
#3
01/12/2006 (2:28 pm)
Ah... what I was TRYING to do was:

datablock PlayerData(AlienData) : ActorData

Since that SOMEHOW seemed more consistent with the C++ I'm used to. Oops.