Setting up Door : Feedback please
by Badguy · in Torque Game Engine · 03/26/2002 (12:37 pm) · 4 replies
Ok .. setting up doors here
and in worldcraft I would like to use the entity field
Angles 0 0 0
for applying the type of rotation desired ..
after playing with it a little bit I feel it is not intuitive enuff to really handle the needs here ..
for example setting up a z rotation is annoying
as you have to check smart edit and type it in manually
im looking at the alternatives
and I see abandoning that field and simply setting the plan of rotation and the maximum angle
..
this will only allow a door to rotate from here to there tho .. not here then there then there
so basically an out opening or in opening not both
and other than that I can try to code the rotating door to use a path say .. three nodes a rest node and one way or the other ..
which brings me to how to make this happen in the engine which seems to get a little to complex
as all I have is the node positions unless you define each pathnode rotation in the engine.
Ok so thats the rotating door's
as for the path following
all the relationships are finalized engine side and
I have the path and triggers being used by the InteriorMoving with some more tweaking and filling in some of the blanks it will be ready in a while ..
the question here is ..
what is the best way to get processTick for this object?
im gonna have to derive from GameBase at some point ..
I fear trying to setup multiple inheritance heh
so am I gonna have to change InteriorSubObject's parent ?
I cant just do that ...
what are gonna be the ramifications of that in the engine?
help please :)
and in worldcraft I would like to use the entity field
Angles 0 0 0
for applying the type of rotation desired ..
after playing with it a little bit I feel it is not intuitive enuff to really handle the needs here ..
for example setting up a z rotation is annoying
as you have to check smart edit and type it in manually
im looking at the alternatives
and I see abandoning that field and simply setting the plan of rotation and the maximum angle
..
this will only allow a door to rotate from here to there tho .. not here then there then there
so basically an out opening or in opening not both
and other than that I can try to code the rotating door to use a path say .. three nodes a rest node and one way or the other ..
which brings me to how to make this happen in the engine which seems to get a little to complex
as all I have is the node positions unless you define each pathnode rotation in the engine.
Ok so thats the rotating door's
as for the path following
all the relationships are finalized engine side and
I have the path and triggers being used by the InteriorMoving with some more tweaking and filling in some of the blanks it will be ready in a while ..
the question here is ..
what is the best way to get processTick for this object?
im gonna have to derive from GameBase at some point ..
I fear trying to setup multiple inheritance heh
so am I gonna have to change InteriorSubObject's parent ?
I cant just do that ...
what are gonna be the ramifications of that in the engine?
help please :)
About the author
#2
03/27/2002 (10:33 pm)
I think a door that just rotates 90 degrees is %1000 better than what we've got now, and if its easier to handle, then that's what you ought to tackle first...
#3
03/28/2002 (5:14 am)
I totally agree with Ken, but, can you explain what the issue is in the code.
#4
sure Desmond
what I mean is in the WorldCraft editor there is the property for Angles which you can set a vector of values for entities
they have a dial control setup to use and allow a input box to set the field ..
I cant find the replacement object in quarke
this control is garbage ..
as you cannot apply a z value without setting the input mode to smart edit
we dont have to worry about that tho ive decided to go ahead with the nasty evil trig to calculate the angles desired via the path nodes
this will handle a fairly intuitive path
and it will get me started on the sliding door using rotation on the nodes
03/28/2002 (6:06 am)
Right ..sure Desmond
what I mean is in the WorldCraft editor there is the property for Angles which you can set a vector of values for entities
they have a dial control setup to use and allow a input box to set the field ..
I cant find the replacement object in quarke
this control is garbage ..
as you cannot apply a z value without setting the input mode to smart edit
we dont have to worry about that tho ive decided to go ahead with the nasty evil trig to calculate the angles desired via the path nodes
this will handle a fairly intuitive path
and it will get me started on the sliding door using rotation on the nodes
Torque Owner Desmond Fletcher
fletcher