Healing System and Throw Object?
by Scott · in Torque 3D Beginner · 06/23/2014 (7:30 am) · 12 replies
Hi guys, I'm new to Torque 3D and am wanting to find out some info. Firstly I was wondering if it is possible to create a healing system where if you go up to a machine it would heal a set object that is placed down onto it? Secondly is there a way to have throwing objects in the engine such as throwing a rock to go a distance with a cross-hair?
#2
06/23/2014 (7:52 am)
Ah thanks for the quick reply. Great to know these features are available as few other engines do not have them in order for you to purchase source code. The templates within the engine or somewhere else?
#3
06/23/2014 (7:58 am)
When you clone the repo or download the precompiled zip, you can create a new project and choose a temple. The Full Template, I believe, has examples of healing and throwing. You might have to look through the scripts if there aren't already key binds. Perhaps someone with more recent T3D knowledge can elaborate or correct.
#4
06/23/2014 (8:14 am)
Yeah i see what you mean now. I have found some healing patch and kit I'm sure it won't be to hard to recreate that into and object placing healer but can't seem the find anything for throwing. Hopefully someone who knows it's whereabouts or the script for it will see this thread. Thanks for your help Micheal.
#5
Server: irc.maxgaming.net
Channel: #garagegames
06/23/2014 (8:22 am)
Sure thing. I've also told the T3D guys in IRC about this thread and they might weigh in. Also, you can join the official Torque IRC channel if you need quick help. Just be prepared to hear "Read the docs" a lot =)Server: irc.maxgaming.net
Channel: #garagegames
#6
1) \Templates\Full\game\scripts\server\proximityMine.cs
2) \Templates\Full\game\scripts\server\turret.cs
the datablock defintions will be in
\Templates\Full\game\art\datablocks\weapons
I also seem to recollect there's a keybind for throwing anything lurking around in there as well.
06/23/2014 (8:24 am)
couple examples there off the top of my head.1) \Templates\Full\game\scripts\server\proximityMine.cs
2) \Templates\Full\game\scripts\server\turret.cs
the datablock defintions will be in
\Templates\Full\game\art\datablocks\weapons
I also seem to recollect there's a keybind for throwing anything lurking around in there as well.
#7
06/23/2014 (8:33 am)
Wow thanks very much bud. Just one question and don't mean to sound a noob but i usually use teamspeak but what is IRC? and how does one get it lol. To be fair i should be reading the doc's but usually there is more you look through in them before you actually get to the little point you need plus posting and what not helps out other new people to the engine. But i am however going to need to stick my head down in some reading or videos as blender to torque can sometimes not work as you expect. Thanks again Micheal.
#8
06/23/2014 (8:39 am)
Thanks for that reply Azeazel. I will open them up and see what I'm working with and how to make them go a longer distance of course i would need to recreate them and give them lighter weights to compensate as I'm sure they will have some sort of weight and gravity ratio. I will also look into that key-bind also as it will come in very useful attaching it to say a mouse button click. Thanks for your help Azaezel.
#9
06/23/2014 (9:00 am)
Now when you say throwing a rock, do you mean like picking it up and throwing it?
#10
06/23/2014 (9:16 am)
I'm not 100% sure as of yet it would either be a pick up item or an unlimited supply but I'm thinking of doing both have pick up items and also unlimited items. Only one will be an unlimited item if i do it both ways though.
#11
06/23/2014 (12:48 pm)
I know you can do "pick up as inventory", but if you want to do something like in Half Life 2 "pick up that can", that would take some doing.
#12
06/23/2014 (10:04 pm)
The basic "throw" thing is in scripts/server/inventory.cs - ShapeBase::throw() - along with the pick-up thing - ShapeBase::pickup()....
Employee Michael Perry
ZombieShortbus