Mortar type weapon
by Adam Beer · in Torque Game Engine · 10/08/2007 (6:02 pm) · 2 replies
How would you make a mortar type weapon that you could carry around with you and have to put it on the ground to fire it?
Here is an example:
http://youtube.com/watch?v=UJbe4rAfOxM
The hard part is making the player be able to "fire" it. Any help would be appreciated.
Thanks.
Here is an example:
http://youtube.com/watch?v=UJbe4rAfOxM
The hard part is making the player be able to "fire" it. Any help would be appreciated.
Thanks.
About the author
Adam is the owner of Ignition Games, an indie game and software development company.
#2
Anyway, I came up with 3 ideas that would work. The first is to basically fake it, by having the player unable to move and locked in a "kneeling to fire" animation while the mortar weapon is equipped. You could lock the view and have the player aim with keys for added realism (use the numpad to aim in 2 degree increments or something). The only problem is that a player can't deploy their mortar and leave it for the team to use later, though they could always drop the weapon I suppose. Relies on having solid player animators/access to mocap.
The second is to use Paul Dana's turret resource, and have them be player-deployed turrets with extremely slow aiming to simulate having to slowly adjust the position/elevation. It's very easy to set up, assuming you can get that resource working (it's an easy set of mods, but the format it's presented in makes it awkward to merge.. may also have a couple 1.5 tweaks which need to be made). Best solution overall, IMO.
The 3rd is to create a dummy shapebase you deploy, just like the turrets, but which only exists to call script functions and be a visible mortar. Use keyboard to aim it (possibly numpad again) then "use" the object to fire or load. Standing to the side of the object and messing with it to fire is more realistic then aiming it directly.
10/13/2007 (3:47 pm)
I started writing up 3 methods before I realized that it made more sense to ask what functionality you wanted and only write 1. :PAnyway, I came up with 3 ideas that would work. The first is to basically fake it, by having the player unable to move and locked in a "kneeling to fire" animation while the mortar weapon is equipped. You could lock the view and have the player aim with keys for added realism (use the numpad to aim in 2 degree increments or something). The only problem is that a player can't deploy their mortar and leave it for the team to use later, though they could always drop the weapon I suppose. Relies on having solid player animators/access to mocap.
The second is to use Paul Dana's turret resource, and have them be player-deployed turrets with extremely slow aiming to simulate having to slowly adjust the position/elevation. It's very easy to set up, assuming you can get that resource working (it's an easy set of mods, but the format it's presented in makes it awkward to merge.. may also have a couple 1.5 tweaks which need to be made). Best solution overall, IMO.
The 3rd is to create a dummy shapebase you deploy, just like the turrets, but which only exists to call script functions and be a visible mortar. Use keyboard to aim it (possibly numpad again) then "use" the object to fire or load. Standing to the side of the object and messing with it to fire is more realistic then aiming it directly.
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