Game Development Community

Get jetting!

by Sam Guffey · in Torque Game Engine · 05/20/2003 (3:41 pm) · 55 replies

Its been so long since I've looked at what is available in resources that I'm not to sure anyone has added a jet pack to the game, however I'll go ahead and post mine just in case.

The ".cs" file within the zip is the explanation on how to add it to your engine and scripts. You can go to the link below to grab it. It was created from the March 8th 2003 head though I'm sure much hasnt changed from that version to now.

Have fun.
-Liquid-

EDIT

05/15/05
There is no longer a .cs file, it has been converted to htm and placed on the web..
File available here
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#41
12/01/2006 (5:07 am)
Bah, I'm so silly. I executed the wrong exe. Works great! Thanks Sam. :)
#42
12/01/2006 (5:32 am)
I've just implemented this and it didn't work. Has anybody had any problems with it in torque 1.5 by any chance?
#43
12/01/2006 (7:47 am)
Did you use the Torgue 1.5 verison of the resource?

http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=11314
#44
10/01/2007 (9:00 pm)
Great jetpack. Definitely has a Tribes feel to it. Had no problems using 1.5. Haven't tried a jetsound yet but particles and physics make this one better than other player jetting resources I've tried.
#45
07/10/2008 (2:49 pm)
Hey thanks guys for making this the 'Plastic Gem #22: Get Jetting' Gem. Its an honor.
#46
07/10/2008 (3:03 pm)
Sam - your very welcome. Was a great resource. Happy to do it.
#47
10/14/2008 (6:38 am)
I tried this great resource and it works great in TGE 1.5.2.
Just one but. If a player lands rough on the terrain the particle emitter "splits" into two.

I guess this is similar to the problem that Nick Matthews described. Any ideas to fix this?
#48
12/01/2008 (8:18 pm)
I am getting the emitter problem too, but if I damage myself with the crossbow it fixes it..
so must be in the onDamage code..
going to look and see if I can find it..
#49
12/02/2008 (2:52 am)
Thanks for posting, i'll have another look at my code too.
Hope we can fix this problem in this great resource.
#51
03/03/2009 (5:47 am)
did you attach a new bind?
#52
04/17/2010 (7:21 pm)
I am having problems with the code and not sure if I am just doing something stupid or what. I followed the code as instructed, everything compiled fine and I got the key bindings, but nothing happens in game when I click on the right mouse button like it should. I put an echo in the script and it registers that it is pressed, but nothing happens the character just stands there. Please help if you can.

I editted the engine game code and am just trying to run it in the starter.fps version which is where I made all the scripting adjustments. I am running 1.5.2 any thoughts as to why it won't run?
#53
04/18/2010 (4:42 pm)
@Jeremy Dull

I'm guessing that your compiler compiled the project as torqueDemo_DEBUG.exe. Either change the compile mode to release, or rename the torqueDemo_DEBUG.exe to torqueDemo.exe. I would recompile, as I think Visual Studio (which you're probably using I'm guessing) puts in some extra stuff for the debug version which might slow things down. I could be wrong, but why not play it safe.
#54
04/19/2010 (4:23 pm)
Quote:I would recompile, as I think Visual Studio (which you're probably using I'm guessing) puts in some extra stuff for the debug version which might slow things down.
Yep. Debug versions are slower, but when your code screws up, instead of just crashing, you break and get to see some useful debug information. (Also, you can only use breakpoints in a debug build.) A simple change like this isn't likely to need a debug build, but it's a good idea in general to compile in debug first to test things out, then compile in release once you're pretty sure things are stable.
#55
01/17/2016 (8:18 am)
the link is dead, you can download the resource from here:

drive.google.com/file/d/0B9GUwtDHCp_eSUVDT1I5LTdndHc/view?usp=drivesdk
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