Crouch/Swim Anims(DSQ)?
by James Ford · in Torque Game Engine · 12/01/2008 (7:39 am) · 29 replies
I'm currently taking a look at integrating (or improving if necessary) the crouch/swim resources for TGEA you may have seen around the site.
My question is, would there happen to be any free crouching/swimming animations for the standard torque player around here? This is just for testing purposes.
My question is, would there happen to be any free crouching/swimming animations for the standard torque player around here? This is just for testing purposes.
About the author
http://jamesdev.info
#22
The resource I added was the Torque Motion resource. I added a "bool Swimming" to the player class, and set it to false in the constructor. All of the code that works with the "Swimming" bool is above. This is just to work around some problems with detecting getting in and out of the water.
12/06/2008 (9:08 am)
How much are we talking about? Because, I got to tell you, it's tough helping you - it doesn't seem like you want to get your hands dirty in the code at all.The resource I added was the Torque Motion resource. I added a "bool Swimming" to the player class, and set it to false in the constructor. All of the code that works with the "Swimming" bool is above. This is just to work around some problems with detecting getting in and out of the water.
#23
But, I will keep plugging away at it. Now I am sorry if I bothered you with my questions but looking at your comments on the original product comments thread you were the only one that had gotten it working with TGEA 1.7.1 and there are no post or thread about getting swimming working with TGEA 1.71.
As far as the rest of the code your advice was spot on and I learned alot, but your help with the swimming part seems not follow the Torque Motion PDF at all and probably rightly so but its hard to merge in a resource when it seems like the code is a combination of 3-4 different version of the swim code.
Again sorry to bother you and I will go back to doing it on my own.
Also I just went through the torque motion PDF again and can not find any mention of the
bool swimming
Which is what was leading me to my confusion about your instructions.
12/06/2008 (9:23 am)
I have been swimming in the code for 2 days now. Not sure what you mean by wanting to get my hands dirty cause I have taken all the advice you guys have given me and muddled through the code myself. I even learned a few thing by listening to what you said. now I am sorry if you mean by asking question means I do not want to get my hands dirty in the code, There are things in the code that do not make sense to me at all like you pointing me to that thread that refers to changes in a function that in TGEA is/was completely commented out by the dev team to the point that the function does nothing.But, I will keep plugging away at it. Now I am sorry if I bothered you with my questions but looking at your comments on the original product comments thread you were the only one that had gotten it working with TGEA 1.7.1 and there are no post or thread about getting swimming working with TGEA 1.71.
As far as the rest of the code your advice was spot on and I learned alot, but your help with the swimming part seems not follow the Torque Motion PDF at all and probably rightly so but its hard to merge in a resource when it seems like the code is a combination of 3-4 different version of the swim code.
Again sorry to bother you and I will go back to doing it on my own.
Also I just went through the torque motion PDF again and can not find any mention of the
bool swimming
Which is what was leading me to my confusion about your instructions.
#24
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4348
looking at that link I found the swimming variable that Jaime was referencing but as I was saying higher up if you are going by the PDF (Which Most people who buy torque Motions would do) you will end up with code that does not compile.
so looking at that link in conjunction with what jaimie said higher up works.
12/06/2008 (10:34 am)
OK just so anyone else has any issues with torque motion. Its seems that in the PDF docs they left alot of steps out of the resource. But going back to the original resource you will find alot of the steps and code that they missed.http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4348
looking at that link I found the swimming variable that Jaime was referencing but as I was saying higher up if you are going by the PDF (Which Most people who buy torque Motions would do) you will end up with code that does not compile.
so looking at that link in conjunction with what jaimie said higher up works.
#25
Can anyone point me in the right direction to squash this error
12/07/2008 (1:43 pm)
Ok I have gone through my code and merge in spliced code from Jamis code and the original resource and not I get one error and one error only on compiling that I can not figure out.1>player.obj : error LNK2019: unresolved external symbol "public: void __thiscall Player::setPlayerAnimAct(int)" (?setPlayerAnimAct@Player@@QAEXH@Z) referenced in function "void __cdecl cPlayersetPlayerPosition(class Player *,int,char const * *)" (?cPlayersetPlayerPosition@@YAXPAVPlayer@@HPAPBD@Z)
Can anyone point me in the right direction to squash this error
#26
12/07/2008 (2:10 pm)
Actually went back over the code agaiin and had left a function out. man the torque motion PDF is really fudged up.
#27
I have it compiling now. but when I go in game, the character starts going straight into the air and stops in the sky at the top bounds of the mission rectangle
12/07/2008 (4:43 pm)
OK Jaimi after you implimented all the changes into AFX for TGEA did you have to do something with the camera?I have it compiling now. but when I go in game, the character starts going straight into the air and stops in the sky at the top bounds of the mission rectangle
#28
I didn't have to make any changes to the camera - I'm not sure what could be going wrong there, maybe some problem with the code that checks if you're in the water?
12/08/2008 (6:26 am)
Hi Michael - I didn't have to make any changes to the camera - I'm not sure what could be going wrong there, maybe some problem with the code that checks if you're in the water?
#29
I was completely excited when I got everything to compile, talk about a blow to the gut when I logged into to my character floting up to that virtual game heaven in the sky.
12/08/2008 (6:43 am)
Yea I was thinking that or somehow I have borked the update move code. because the moment the game starts my character starts moving straight into the air and is completely uncontrollable.I was completely excited when I got everything to compile, talk about a blow to the gut when I logged into to my character floting up to that virtual game heaven in the sky.
Torque Owner Michael Branin
Default Studio Name
if ( !Swimming && mWaterCoverage >= 0.75f)
At this point I am sending a call out to anyone. if you have merged the swimming portion of torque motion into a stock AFX for TGEA I could use your help. I will even pay to have someone help me merge that portion into it.