Mouse click item - tried searching
by Nick Carnevalino · in Technical Issues · 10/23/2007 (7:21 pm) · 5 replies
Well i know i found some posts about this yesterday , but for the life of me i cannot find them again ..
this is what i would like to do ..
i want to be able to click an item , then be able to do things with it via the mouse.
for instance .. char walks up to a table , sees an abacus .. clicking on it will either pick up the item , or zoom in so the user has a view of the item ( either would work ) , then useing the mouse , they should be able to move the little beads around.
i have seen stuff that req. editing a few .cc files in engine/game .. EXCEPT , TGEA uses cpp files and i dont see the excat same code in those files as in the example i saw yesterday ...
is this somthing doable in TGEA ..
and i know the RTS kit has some of these feaures in it , but again , thats TGE not TGEA.
this is what i would like to do ..
i want to be able to click an item , then be able to do things with it via the mouse.
for instance .. char walks up to a table , sees an abacus .. clicking on it will either pick up the item , or zoom in so the user has a view of the item ( either would work ) , then useing the mouse , they should be able to move the little beads around.
i have seen stuff that req. editing a few .cc files in engine/game .. EXCEPT , TGEA uses cpp files and i dont see the excat same code in those files as in the example i saw yesterday ...
is this somthing doable in TGEA ..
and i know the RTS kit has some of these feaures in it , but again , thats TGE not TGEA.
About the author
#2
The in game editor has click 'n play ( thanks for that phrase , i have more to seach with now ) functionality in it , so i fgured is shouldnt be majorly diffcult to get working.
I was just hopeing someone allready did somthing and could save me the time ;)
10/24/2007 (1:59 pm)
Ya i know the cc and cpp are the same , i was just useing that to show how out of date the resources are.The in game editor has click 'n play ( thanks for that phrase , i have more to seach with now ) functionality in it , so i fgured is shouldnt be majorly diffcult to get working.
I was just hopeing someone allready did somthing and could save me the time ;)
#4
the only issue i'm having with it is the fact that shapeBase.cpp doesnt have matching code in it that i could find ..
i can find the aprox area of what i should change , but i also dont really need to collsion box to be seen , so it may be a mute point ..
i work 3 12 hour shifts in a row , and i'm in the middle of it , so it will be a few days before i can fully test it.
10/25/2007 (12:20 am)
Yep . acctully i have looked at it .. it was the orginal thread i was talking about but couldnt find .. the only issue i'm having with it is the fact that shapeBase.cpp doesnt have matching code in it that i could find ..
i can find the aprox area of what i should change , but i also dont really need to collsion box to be seen , so it may be a mute point ..
i work 3 12 hour shifts in a row , and i'm in the middle of it , so it will be a few days before i can fully test it.
#5
I am trying In Torque 3d. I have found all the resources available in TGE(.CC file). I have ported in torque 3d but i am receiving lot of errors.
Could you please give me an link for object selection in torque 3d.
Is it possible to interact with dts(raycasting) without changing any source code.
Thanks in advance
06/08/2010 (4:01 am)
@DavidI am trying In Torque 3d. I have found all the resources available in TGE(.CC file). I have ported in torque 3d but i am receiving lot of errors.
Could you please give me an link for object selection in torque 3d.
Is it possible to interact with dts(raycasting) without changing any source code.
Thanks in advance
Associate David Montgomery-Blake
David MontgomeryBlake
.cc and .cpp are both C++ files. But there are differences between the engines, so you will have to port a number of TGE resources.