Some starter.fps questions
by eedok - Cody Hollis-Perdue · in Torque Game Engine · 03/04/2008 (7:20 am) · 5 replies
I just a few questions about starter.fps
1) What is the blue meter for in game? It seems to empty when you die and fill up after respawning, but I can't figure out what it's a measure of.
2) How do I get the current players ammo count?
3) Is there any resources that largely document starter.fps or provide tutorials on how to mod it?
Thanks
1) What is the blue meter for in game? It seems to empty when you die and fill up after respawning, but I can't figure out what it's a measure of.
2) How do I get the current players ammo count?
3) Is there any resources that largely document starter.fps or provide tutorials on how to mod it?
Thanks
#2
I'm also having troubles finding where the GUI gets it's values from(like where does the health bar get it's height from)
Thanks for the help so far though
03/19/2008 (8:48 pm)
I finally got around to messing around with this, and I can't seem to get the getInventory working, I look in the mission editor to see that my player is #1811, so I tried going 1811.getInventory(ammo); and it complains that ammo doesn't exist.I'm also having troubles finding where the GUI gets it's values from(like where does the health bar get it's height from)
Thanks for the help so far though
#3
Height as in the literal pixel height or how much health is there?
The literal pixel height should be in the playGui.cs in your client/scripts folder.
The health amount should be in the player.cs in your server/scripts folder.
That solve your problem?
03/23/2008 (1:58 am)
I think its [CrossbowAmmo], not just ammo. If the 'Crossbow' changes that or not, I don't really remember.Height as in the literal pixel height or how much health is there?
The literal pixel height should be in the playGui.cs in your client/scripts folder.
The health amount should be in the player.cs in your server/scripts folder.
That solve your problem?
#4
On further playtesting I'm thinking it might be better to have the crossbow's ammunition based on energy rather than inventory, so I have to look into how to fix that(so it automatically recharges rather than needing to search for ammo.
Also I'm just wondering would it be a script or engine change to have the players health regenerate like energy, but on the condition the player isn't moving?
03/23/2008 (10:22 am)
Yes, I now have a working ammo display.On further playtesting I'm thinking it might be better to have the crossbow's ammunition based on energy rather than inventory, so I have to look into how to fix that(so it automatically recharges rather than needing to search for ammo.
Also I'm just wondering would it be a script or engine change to have the players health regenerate like energy, but on the condition the player isn't moving?
#5
03/23/2008 (1:12 pm)
Yes there is a energy code for weapons, i dont have it on hand, but you should be able to find with with a quick search. energy projectiles is probably your best bet.
Associate Michael Hall
Distracted...
2) Look in inventory.cs, function ShapeBase::getInventory(%this,%data)
3) I don't know about documentation for the starter.fps but the resources themselves are great reference. If you are new to Torque then read up on scripting on the Torque Developer Network.