Game Development Community

ShapeBaseImage State Machine ideas?

by Jarrod Roberson · in Torque Game Engine · 10/15/2002 (10:30 am) · 0 replies

I am working on a redesign of ShapeBase and ShapeBaseImage to make them more generic and more flexible but also easier to use.

I want to have more state transistions than are available now, and I want to make ShapeBaseImage more like a "useable" item. So the transition names would be more like stateTransistionOnUse, or stateTransitionOnActivated, stateTransitionOnDisabled, stateTransitionOnEmpty instead of all the weapon/ammo transitions now.

This would make for creating other items more intuitive, and I could subclass this new implemention to provide, wepaon specific stateTransitions if needed. I think that stateTransitionOnUse would map to stateTransitionOnTriggerDown and stateTransitionOnNoAmmo would map to stateTransistionOnEmpty just as intuitively.

This should make scripting things like grenades, det packs, lock-picks, computers, and other non-weapon related items easier.

So what I am asking what basic generic transitions can you people think of?

Has anyone else tried to muck about with this part of the system?