Projectile Types
by Robert Fritzen · in Torque Game Engine Advanced · 01/24/2011 (7:42 pm) · 6 replies
I know I'm probably beating a dead horse here... a very dead one that's probably very common for inbound tribes 2 scripters. But does anyone have any nice examples of implementing projectile types like in Tribes 2?
I'm looking to implement the SniperProjectile, SeekerProjectile, LinearFlareProjectile, and TargetProjectile. I only ask here because I could not find any in the Torque 3D Private forums and I don't have access to any of the others.
Thanks.
I'm looking to implement the SniperProjectile, SeekerProjectile, LinearFlareProjectile, and TargetProjectile. I only ask here because I could not find any in the Torque 3D Private forums and I don't have access to any of the others.
Thanks.
About the author
Illinois Grad. Retired T3D Developer / Pack Dev.
#2
The SniperProjectile was a single fired beam used by the Laser Rifle.
The SeekerProjectile was a projectile that could be set flagged as "seeker = true;" and then it would wire in a layer over the reticle for %player.getTarget(); to allow the projectile to seek the target.
The LinearFlareProjectile was more of an easier way to use projectiles that had emitter trails, as you could simply define multiple fields of size: similar to the way you do so in an emitter, as well as flare count which would specify how many emitters would be attached.
The TargetProjectile is pretty similar to the SniperProjectile except that the beam would continue to persist and update as long as the fire button was held down.
Hopefully that helps a little? This is for TGEA and T3D. I'm sure that it could be ported from one to the other if this was solved.
01/25/2011 (7:26 am)
Yeah, you pretty much nailed all of those. The SniperProjectile was a single fired beam used by the Laser Rifle.
The SeekerProjectile was a projectile that could be set flagged as "seeker = true;" and then it would wire in a layer over the reticle for %player.getTarget(); to allow the projectile to seek the target.
The LinearFlareProjectile was more of an easier way to use projectiles that had emitter trails, as you could simply define multiple fields of size: similar to the way you do so in an emitter, as well as flare count which would specify how many emitters would be attached.
The TargetProjectile is pretty similar to the SniperProjectile except that the beam would continue to persist and update as long as the fire button was held down.
Hopefully that helps a little? This is for TGEA and T3D. I'm sure that it could be ported from one to the other if this was solved.
#3
A SeekerProjectile could be implemented from the homing projectile Resource. Defining a target, altering the GUI, and accounting for heat signature would have to be scripted in. This would probably be hte easiest Tribes like projectile to add back in.
For the LinearFlareProjectile you might be able to look at the TGE/TGEa EnergyProjectile Resource and port it to T3D - I'm thinking that it does, but I'm just not sure that it does something like this. It was an alternate projectile type whose datablock could be edited to create projectiles in the range of energy/plasma bolts to laser beams. As an alternative, it's a little known fact that projectiles can be animated. This is how StarSiege Tribes had projectiles like this as opposed to the Tribes 2 LinearFlareProjectile projectile type.
You didn't mention the Elf/Repair beam projectile. There was some Repair beam code floating around on the forums (TGE) a while back that could probably be ported to T3D.
01/25/2011 (8:10 am)
It *should* be possible to port one of the laser Resources for use in T3D. With some tweaking it could be used for both SniperProjectile and TargetProjectile.A SeekerProjectile could be implemented from the homing projectile Resource. Defining a target, altering the GUI, and accounting for heat signature would have to be scripted in. This would probably be hte easiest Tribes like projectile to add back in.
For the LinearFlareProjectile you might be able to look at the TGE/TGEa EnergyProjectile Resource and port it to T3D - I'm thinking that it does, but I'm just not sure that it does something like this. It was an alternate projectile type whose datablock could be edited to create projectiles in the range of energy/plasma bolts to laser beams. As an alternative, it's a little known fact that projectiles can be animated. This is how StarSiege Tribes had projectiles like this as opposed to the Tribes 2 LinearFlareProjectile projectile type.
You didn't mention the Elf/Repair beam projectile. There was some Repair beam code floating around on the forums (TGE) a while back that could probably be ported to T3D.
#4
01/25/2011 (8:17 am)
Oh yeah...Quote:TGE and TGEa forums are publicly accessible to everyone.
I only ask here because I could not find any in the Torque 3D Private forums and I don't have access to any of the others.
#5
Do you happen to have the link to the Homing Projectile?
I'll look into the repair beam, but I don't think I really needed that or the ELF projectiles. And they must have removed the "private" flag from those forums because I'm not seeing any others. Must be me thinking a little too much :).
Thanks for all the help so far.
01/27/2011 (4:28 pm)
I think I found the "Laser Resource", and what appeared to be an upgrade for it (Continuous Laser [I'll assume it's good enough for the targetProjectile]), I'll give it a shot in TGEA here in a little while. Do you happen to have the link to the Homing Projectile?
I'll look into the repair beam, but I don't think I really needed that or the ELF projectiles. And they must have removed the "private" flag from those forums because I'm not seeing any others. Must be me thinking a little too much :).
Thanks for all the help so far.
#6
07/14/2013 (4:02 am)
Bump on these, I never saw any response... Please provide link to the Laser Resource...
Torque Owner Henry Todd
Atomic Walrus
-SniperProjectile: This is the laser rifle beam, right? There were a number of laser beam resources for TGE (and at least 1 for TGEA) but I don't know of a working one for T3D (doesn't mean there isn't one, I just haven't seen it). Might try asking specifically about laser beam rendering in the T3D private forums.
-SeekerProjectile: I'm guessing this is a homing missile. I'd imagine there are resources out there for these, though I don't know how close they'd be to homing missiles from T2. I actually have a bit of code for this myself though it's really more of a quick hack. I'm happy to post it if you don't manage to find something better.
-LinearFlareProjectile: No idea on this one. Would this be a sort of star wars-ish blaster bolt projectile? If so you could probably replicate the effect with a standard projectile and some good particle setup or a glowing projectile model.
-TargetProjectile: The laser beam issue again, right? Building the functionality of the targeting laser would be very doable, but again I don't know of a working laser beam effect for T3D.