On Rail shooter - How to achieve this in T3D?
by J0linar · in Torque 3D Professional · 12/10/2013 (9:17 pm) · 3 replies
I just recently thought about gametypes and well that one popped into my brain.
However am not really sure how this could be achieved, i searched the forums but there are actually no infos
regarding On Rail Shooter - Gameplay.
Was thinking about the Pathshape resource and if it could be used for this purpose.
Am just searching for ideas how this could be done, any input would be greatly appreciated.
Thanks
However am not really sure how this could be achieved, i searched the forums but there are actually no infos
regarding On Rail Shooter - Gameplay.
Was thinking about the Pathshape resource and if it could be used for this purpose.
Am just searching for ideas how this could be done, any input would be greatly appreciated.
Thanks
About the author
http://j0linar.blogspot.co.at/
#2
will just need to automate the process - to ease the creation.
When i get the GMK Cutscene Camera sorted, i was thinking about abusing its functionality for that purpose.
Would probably just need to add some additional stuff but it should work.
Thanks @Thomas
12/11/2013 (5:54 am)
Ye exactly on the lines of House of the Dead and Co., sounds like a solutionwill just need to automate the process - to ease the creation.
When i get the GMK Cutscene Camera sorted, i was thinking about abusing its functionality for that purpose.
Would probably just need to add some additional stuff but it should work.
Thanks @Thomas
#3
You could just have the player follow a path and stop at each node where your meant to start shooting.
Have a trigger just at the node that instead of spawning enemy just turns them from hidden to active.
Then you could use the coin tutorial that counts once each enemy in a sim group is dead it can run the command move to next node.
That sounds like the simplest method I can think of and you could even have the cam follow the player then the trigger sets the cam to wherever you want for viewing and then it goes back to following the player once all enemies at that stop are dead.
12/15/2013 (2:35 pm)
This sounds simple enough at least I think it is (Still learning).You could just have the player follow a path and stop at each node where your meant to start shooting.
Have a trigger just at the node that instead of spawning enemy just turns them from hidden to active.
Then you could use the coin tutorial that counts once each enemy in a sim group is dead it can run the command move to next node.
That sounds like the simplest method I can think of and you could even have the cam follow the player then the trigger sets the cam to wherever you want for viewing and then it goes back to following the player once all enemies at that stop are dead.
Thomas Fluff Harris
CTRL-INTELLIGENCE Ltd