A scripted close combat system?
by Daniel Buckmaster · in Torque Game Engine · 01/10/2007 (9:46 am) · 5 replies
I was just thinking about a way to do melee combat in script instead of having to modify the engine. And here's my idea: when the weapon swings, have it do a rayCast between two nodes (start and end of the blade), then damage whatever it finds along that ray.
It seems that this should have been thought of before now - is there something wrong with this method?
It seems that this should have been thought of before now - is there something wrong with this method?
About the author
Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!
#2
01/11/2007 (7:27 am)
I haven't actually... I did see one melee resource, but to my knowledge it didn't take this approach. Anyway, sorry for posting blindly. But I now have proof of concept, so I'm going to work on my own system for the experience.
#3
01/11/2007 (10:46 am)
Let me know how it goes, be interesting to see one on those lines ^^
#4
01/11/2007 (11:37 am)
I wasn't getting on you or anything I was just metioning them as a resource for you to look at. They could help you with the design of your combat system.
#5
I've handled melee in another engine before, so I'll see how much of it applies to Torque... probablynot much :P. But we'll see. And of course, if I ever get it into a reasonably modular state, I'll be happy to contribute it.
01/12/2007 (8:07 am)
Okay. Good to know I'm not annoying people :)I've handled melee in another engine before, so I'll see how much of it applies to Torque... probablynot much :P. But we'll see. And of course, if I ever get it into a reasonably modular state, I'll be happy to contribute it.
Torque Owner Anthony Abrams
Cause they pretty much do exactly what you say. With a few differences.