How to create invisible barrier on terrain
by Bulent COSKUN · in Torque Game Engine · 05/28/2008 (10:06 am) · 3 replies
Hello,
I want to constraint player in the terrain. For example, Lets say there is a mission area in the game, When the player try to leave that area i want to give some kind message (that explains player needs to accomplish some goals to pass the other area). Or Lets say the player needs to follow a path which he/she must not get off of it. How can i do this, is it possible to create some kinda of invisible barrier around the path or predifened objects?
Thanks.
I want to constraint player in the terrain. For example, Lets say there is a mission area in the game, When the player try to leave that area i want to give some kind message (that explains player needs to accomplish some goals to pass the other area). Or Lets say the player needs to follow a path which he/she must not get off of it. How can i do this, is it possible to create some kinda of invisible barrier around the path or predifened objects?
Thanks.
#2
Triggers are a very useful object for defining generic behaviour of "something happens when the player enters or leaves this area."
05/28/2008 (12:13 pm)
We have a similar need in our project right now (a racing game) and we used a a series of Trigger areas to accomplish this. The first Trigger area is a "warning" area that tells them they are venturing off of the track and they need to return to it. The second "layer" after that is a true "no go" zone and if they enter it they instantly lose the race.Triggers are a very useful object for defining generic behaviour of "something happens when the player enters or leaves this area."
#3
08/25/2008 (9:35 am)
I have a building in my game with access to the roof. I keep the player from jumping off the roof by using panels created in quark and applying the texture "null". They are there but they can not be seen.
Torque 3D Owner Ted Southard
Or, if it's for a smaller area (for the sake of argument- I know you're talking about mission areas) you could use Collision DIF's which are invisible. Just an idea you might find useful.