Two players using the same Vehicle??
by Bryce Kaminsky · in Torque Game Engine · 03/04/2007 (4:59 pm) · 6 replies
Is this possible in TGE?
About the author
#2
03/05/2007 (5:18 am)
Just keep in mind, that only one player can CONTROL the vehicle, but you can mount many "passengers" to the vehicle, just create the mounts as Adam recommended. I believe there is (??) an article on TDN about that or some forum thread. Use the search, it could help.
#3
I wouldn't necessarily say that. The original question was about what was possible, and in fact it is possible to have multiple players in control of a vehicle (although it would be unusual).
03/05/2007 (5:35 am)
Quote:only one player can CONTROL the vehicle
I wouldn't necessarily say that. The original question was about what was possible, and in fact it is possible to have multiple players in control of a vehicle (although it would be unusual).
#4
03/05/2007 (5:40 am)
Hmm.. then it means that I misunderstood the vehicle control code in engine :)
#5
03/05/2007 (7:20 am)
By 'possible' I think he means you would have to code it, as almost anything is possible in TGE if you can code it. :D
#6
I want to have a player riding a vehicle, but still able to shoot and mouselook independently. Think of a chariot kind of control scheme. I thought I'd just feed the player control to both of them and filter it--so the vehicle'd get speed up/slow down/turn commands, and the player'd get mouselook and shoot--but it looks like it does enforce a one-to-one mapping of clients to controlobjects. (do I have my terminology right?)
The whole Move situation is slightly scary to me, the way they're packed and queued, and I'm reluctant to jump in and break things. Particularly since I want to go multiplayer at some point, but can't actually test it yet.
Any pointers would be appreciated.
03/12/2007 (2:31 am)
Hmm. I'm running into a similar problem. I want to have a player riding a vehicle, but still able to shoot and mouselook independently. Think of a chariot kind of control scheme. I thought I'd just feed the player control to both of them and filter it--so the vehicle'd get speed up/slow down/turn commands, and the player'd get mouselook and shoot--but it looks like it does enforce a one-to-one mapping of clients to controlobjects. (do I have my terminology right?)
The whole Move situation is slightly scary to me, the way they're packed and queued, and I'm reluctant to jump in and break things. Particularly since I want to go multiplayer at some point, but can't actually test it yet.
Any pointers would be appreciated.
Torque Owner Adam Beer
Ignition Games Inc.
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