Character selection gui?
by Wayne Eversole · in Torque Game Engine Advanced · 11/23/2009 (8:48 pm) · 5 replies
Hello everyone.
Just like to know if anyone has a simple character select gui they care to share that works with TGEA 1.8.2?
I have tryed the ObjectPicker scripts from unifidedmenu in the demo and it crashes as soon as I try to load the gui.
Resource<TSShape>::create - Could not open ''
Failed to create resource: []
Thanks.
Just like to know if anyone has a simple character select gui they care to share that works with TGEA 1.8.2?
I have tryed the ObjectPicker scripts from unifidedmenu in the demo and it crashes as soon as I try to load the gui.
Resource<TSShape>::create - Could not open ''
Failed to create resource: []
Thanks.
About the author
#2
12/06/2009 (4:36 am)
I'm doing my menu through a mission so as to allow the player more visible options when choosing or creating his/her character. Working on the saving features for it atm. Nothing to share yet.
#4
http://www.torquepowered.com/community/resources/view/6636
Once you get the saving and loading down all you have to do is check to see if there is a player saved (which was one of the variables I had created for the saved function) and if it was load any info needed. From there it's simply object placement and making sure the correct object/mesh show for the player. You can load all this in the load function where ever you place it when checking within the mission. You can either do a variable for each object or create an array. That's about as far as I got so far. But since my models were incomplete I have yet to finish the menu beyond that.
02/01/2010 (12:06 am)
Yeah, I've switched to another project atm to help a friend. But so far for my project that is now on hold I created a mission that loaded for the menu and created a function within the play gui to pop and push gui's over the play gui depending on a variable. So the variable I used determined if the player was in the active menu by equaling 2 if it was or 1 if it wasn't. After that I followed one of the resources on this site for saving and loading. This is the one I think I used.http://www.torquepowered.com/community/resources/view/6636
Once you get the saving and loading down all you have to do is check to see if there is a player saved (which was one of the variables I had created for the saved function) and if it was load any info needed. From there it's simply object placement and making sure the correct object/mesh show for the player. You can load all this in the load function where ever you place it when checking within the mission. You can either do a variable for each object or create an array. That's about as far as I got so far. But since my models were incomplete I have yet to finish the menu beyond that.
#5
I am working on a FPS rather then RPG and the players are going to be able to change there character's equipment before the match loads so it should make it a little easier on me to get working.
Thanks again.
02/01/2010 (11:33 am)
Thanks Foestar, I will look into this more.I am working on a FPS rather then RPG and the players are going to be able to change there character's equipment before the match loads so it should make it a little easier on me to get working.
Thanks again.
Torque Owner Wayne Eversole
Default Studio Name
ommm anyone have a sample object view menu that works with 1.8.1?
Thnaks