Player Question
by Bryan Rayner · in Torque Game Engine · 06/09/2006 (2:21 pm) · 2 replies
Would Torque (anthropomorphising here) get mad at me if i took out the player class (or turned it off so to speak)
What I mean is, is how integral is Player to the engine?
I'm thinking of doing something based on marbles and darts and mini-putt for my first game. (Seems like everyone does something like that first, dosen't it) I realize that I don't need the player object at all, and I'm wondering weather I am wrong in this regard.
What I mean is, is how integral is Player to the engine?
I'm thinking of doing something based on marbles and darts and mini-putt for my first game. (Seems like everyone does something like that first, dosen't it) I realize that I don't need the player object at all, and I'm wondering weather I am wrong in this regard.
#2
Yes and No.. it will get very "mad" at you if another script is calling something inside the player.cs file and then can't find it.. I removed it successfully from my project by changing my control object.. BUT you DO have to have a control object.. (unless something has changed that I am unaware of) so make sure you have one.. ie. if making a racing game that uses cars instead of people avatars just make your car the control object..
my control change..
edited formatting
06/15/2006 (3:11 am)
Bryan,Yes and No.. it will get very "mad" at you if another script is calling something inside the player.cs file and then can't find it.. I removed it successfully from my project by changing my control object.. BUT you DO have to have a control object.. (unless something has changed that I am unaware of) so make sure you have one.. ie. if making a racing game that uses cars instead of people avatars just make your car the control object..
my control change..
function SpeedRacer::onAdd(%this,%obj)
{
parent::onAdd(%this,%obj);
%obj.mountImage(mgimage,0); //mount machinegun one
%obj.mountImage(mg2image,1); //mount machinegun two
%obj.setControlObject(SpeedRacer); //added to set control object
}edited formatting
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