Game Development Community

Quark map2dif entity forcefield question

by Patrick Glaspey · in Torque Game Engine · 03/15/2003 (8:23 pm) · 8 replies

Does anyone know how to setup a force field entity to export properly out of quark?

On the same note is their any good resource that explains how to use all the entities in the special entities folder on quark...

I have searched for hours now and I cannot find any reference.

I have tried setting up the force field and I get a hard crash on map2dif with no error messages.

Thanks.

#1
03/15/2003 (9:05 pm)
ok I have managed to get it exported by added non force field objects. The force field does not work so far.

The space where it is supposed to be is empty and passable. Does this need a trigger item and script to work? What is the purpose of the force field entity anyway?

Thanks.
#2
03/16/2003 (5:24 am)
Well, forcefield code has been ripped out of the codebase pretty much during the transition from Tribes to Torque I think...
So you will have to fix /add the engine code to get them to work... :/
#3
03/16/2003 (6:03 am)
I don't know if it really works, but maybe that helps:

cirrus.realityslip.com/resource.php?id=7
#4
03/18/2003 (3:06 pm)
if you are looking to make an invisible collision space you can use the collision detail brush type in QuArK. This is also useful for wrapping small detail objects to prevent excessive collisions.
#5
03/18/2003 (3:09 pm)
Actually the ForceField code was ripped out fairly recently by one of the CVS people. It's old Tribes 2 stuff that is deemed not necessary anymore, but whoever ripped it out only ripped it out of the main project file and not the other files such as the map exporters and so forth.

So unless you have the coding ability to re-add forcefields to the engine then you may have to look to other methods of producing the same result.
#6
03/18/2003 (4:07 pm)
thanks for the feedback...I appreciate it.
#7
03/18/2003 (4:35 pm)
well close inspection would realize that the files are Still in place tho incomplete.
small minor adjustment's can get these bad boys running again.
I've had them running and they look cool.
should not be too hard to fix em up.

Edit:
to get that tut to work you need only recreate the ForceFieldBare class and export it to the script
#8
03/19/2003 (9:21 am)
What do you mean with
Quote:
recreate the ForceFieldBare class and export it to the script
badguy? that is done in the source files Luigi has on his website...?
so they should work as-is, no?