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
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
About the author
#2
05/27/2003 (11:01 am)
Anyone try this? Need some feedback please.
#3
Works Great!
feels alot like tribes2 (which I loved)
no trouble's I just swapped in the player.h|cc
had to rebuild all and then remove the ForceFieldObjectType references .(+the player.cs work)
Now I need an Energy pack! :)
05/27/2003 (5:15 pm)
Ok, I installed it for ya.Works Great!
feels alot like tribes2 (which I loved)
no trouble's I just swapped in the player.h|cc
had to rebuild all and then remove the ForceFieldObjectType references .(+the player.cs work)
Now I need an Energy pack! :)
#4
05/29/2003 (5:09 pm)
hey Sam, thanks for the jet pack, great instructions for installing... but I'm having some problems with binding I think. Your instructions werent very clear on exactly where to put the binding stuff in default.bind.cs, also, how do I get it in the options control menu so I can change it in game?
#5
the bind stuff that goes into default.bind.cs
should be grouped with the other mouse functions.
and to add this to the options dialogue so you can rebind find the file:
../torque/example/fps/client/scripts/optionsDlg.cs
and tag it below the others ..
or place it with the rest of the mouse controls.
.. replace fps with whatever mod you have running.
05/29/2003 (5:13 pm)
Eric :the bind stuff that goes into default.bind.cs
should be grouped with the other mouse functions.
and to add this to the options dialogue so you can rebind find the file:
../torque/example/fps/client/scripts/optionsDlg.cs
and tag it below the others ..
or place it with the rest of the mouse controls.
.. replace fps with whatever mod you have running.
#6
function mouseFire(%val)
{
$mvTriggerCount0++;
}
function altTrigger(%val)
{
$mvTriggerCount1++;
}
// MJ Function
function mouseJet(%val)
{
$mvTriggerCount3++;
}
moveMap.bind( mouse, button0, mouseFire );
// The bind
moveMap.bind( mouse, button1, mouseJet );
//moveMap.bind( mouse, button1, altTrigger );
$RemapName[$RemapCount] = "Jet";
$RemapCmd[$RemapCount] = "mouseJet";
$RemapCount++;
I figured the bind stuff whent in there as did the function, I wasnt sure about the
$RemapName[$RemapCount] = "Jet";
$RemapCmd[$RemapCount] = "mouseJet";
$RemapCount++;
as I'm not sure what it does... is it supposed to go here?
as for adding adding rebind options, what do you mean tag it below the others? I was assuming this generated the list
new GuiTextListCtrl(OptRemapList) {
profile = "GuiTextListProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "2 2";
extent = "447 336";
minExtent = "8 8";
visible = "1";
altCommand = "OptRemapList.doRemap();";
helpTag = "0";
enumerate = "0";
resizeCell = "1";
columns = "0 160";
fitParentWidth = "1";
clipColumnText = "0";
};
I dont really see anything to tag below anything else... I am a very confused newbie, any clarification would be greatly appriciated :) (sorry if I need to be walked through this, but if theres a way for me to misinterpret something, I probably will ;) )
05/29/2003 (6:42 pm)
ok, heres what my mouse Trigger looks likefunction mouseFire(%val)
{
$mvTriggerCount0++;
}
function altTrigger(%val)
{
$mvTriggerCount1++;
}
// MJ Function
function mouseJet(%val)
{
$mvTriggerCount3++;
}
moveMap.bind( mouse, button0, mouseFire );
// The bind
moveMap.bind( mouse, button1, mouseJet );
//moveMap.bind( mouse, button1, altTrigger );
$RemapName[$RemapCount] = "Jet";
$RemapCmd[$RemapCount] = "mouseJet";
$RemapCount++;
I figured the bind stuff whent in there as did the function, I wasnt sure about the
$RemapName[$RemapCount] = "Jet";
$RemapCmd[$RemapCount] = "mouseJet";
$RemapCount++;
as I'm not sure what it does... is it supposed to go here?
as for adding adding rebind options, what do you mean tag it below the others? I was assuming this generated the list
new GuiTextListCtrl(OptRemapList) {
profile = "GuiTextListProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "2 2";
extent = "447 336";
minExtent = "8 8";
visible = "1";
altCommand = "OptRemapList.doRemap();";
helpTag = "0";
enumerate = "0";
resizeCell = "1";
columns = "0 160";
fitParentWidth = "1";
clipColumnText = "0";
};
I dont really see anything to tag below anything else... I am a very confused newbie, any clarification would be greatly appriciated :) (sorry if I need to be walked through this, but if theres a way for me to misinterpret something, I probably will ;) )
#7
$RemapName[$RemapCount] = "Jet";
$RemapCmd[$RemapCount] = "mouseJet";
$RemapCount++;
stuff goes in the option.cs script, not the option.gui script (duh *slaps forhead*) but I still cant seem to get it to bind... a little help would be greatly appriciated, i cant wait to jet around
05/30/2003 (4:25 pm)
ok, with a little more playing with stuff I realised that the $RemapName[$RemapCount] = "Jet";
$RemapCmd[$RemapCount] = "mouseJet";
$RemapCount++;
stuff goes in the option.cs script, not the option.gui script (duh *slaps forhead*) but I still cant seem to get it to bind... a little help would be greatly appriciated, i cant wait to jet around
#8
06/01/2003 (3:11 am)
awww come on guys, dont ignore me... it makes me sad :(
#9
moveMap.bind( mouse, button1, mouseJet );
in your fps/client/config.cs
If you did all right, it should work.
06/01/2003 (5:53 am)
Try addingmoveMap.bind( mouse, button1, mouseJet );
in your fps/client/config.cs
If you did all right, it should work.
#10
Just tryed this on a clean head to give you feedback and it's working really great. I already had jetting applyed on one of my project made a little differently and your ressource does it all :)
Great ressource and easy to add. Great job!
06/01/2003 (6:03 am)
Sam,Just tryed this on a clean head to give you feedback and it's working really great. I already had jetting applyed on one of my project made a little differently and your ressource does it all :)
Great ressource and easy to add. Great job!
#11
Compiling...
player.cc
c:\cleantorquetwo\torque\engine\game\player.cc(3382) : error C2039: 'setCompressionPoint' : is not a member of 'BitStream'
c:\cleantorquetwo\torque\engine\core\bitstream.h(29) : see declaration of 'BitStream'
c:\cleantorquetwo\torque\engine\game\player.cc(3432) : error C2039: 'setCompressionPoint' : is not a member of 'BitStream'
c:\cleantorquetwo\torque\engine\core\bitstream.h(29) : see declaration of 'BitStream'
c:\cleantorquetwo\torque\engine\game\player.cc(3501) : error C2039: 'writeCompressedPoint' : is not a member of 'BitStream'
c:\cleantorquetwo\torque\engine\core\bitstream.h(29) : see declaration of 'BitStream'
c:\cleantorquetwo\torque\engine\game\player.cc(3597) : error C2039: 'readCompressedPoint' : is not a member of 'BitStream'
c:\cleantorquetwo\torque\engine\core\bitstream.h(29) : see declaration of 'BitStream'
Error executing cl.exe.
I only seem to get these errors with Sam's player class, has anyone else gotten these errors or know why I would be getting them?
06/01/2003 (8:54 am)
ok, I tried getting a fresh copy of torque and compiling and I'm getting these errorsCompiling...
player.cc
c:\cleantorquetwo\torque\engine\game\player.cc(3382) : error C2039: 'setCompressionPoint' : is not a member of 'BitStream'
c:\cleantorquetwo\torque\engine\core\bitstream.h(29) : see declaration of 'BitStream'
c:\cleantorquetwo\torque\engine\game\player.cc(3432) : error C2039: 'setCompressionPoint' : is not a member of 'BitStream'
c:\cleantorquetwo\torque\engine\core\bitstream.h(29) : see declaration of 'BitStream'
c:\cleantorquetwo\torque\engine\game\player.cc(3501) : error C2039: 'writeCompressedPoint' : is not a member of 'BitStream'
c:\cleantorquetwo\torque\engine\core\bitstream.h(29) : see declaration of 'BitStream'
c:\cleantorquetwo\torque\engine\game\player.cc(3597) : error C2039: 'readCompressedPoint' : is not a member of 'BitStream'
c:\cleantorquetwo\torque\engine\core\bitstream.h(29) : see declaration of 'BitStream'
Error executing cl.exe.
I only seem to get these errors with Sam's player class, has anyone else gotten these errors or know why I would be getting them?
#12
optionDlg.cs (You'll see all the other binds like this there, just add this one under)
$RemapName[$RemapCount]= "Jet";
$RemapCmd[$RemapCount] = "mouseJet";
$RemapCount++;
And sometimes, you have to include
moveMap.bind( mouse, button1, mouseJet );
in the fps/client/config.cs too, not just in default.bind.cs
06/01/2003 (10:36 am)
Eric, if you can compile your version, just follow Sam's instructions in the .cs to merge this ressource. All is there. Maybe you've just forgot something :) The binding must be in the optionDlg.cs (fps/client/ui/optionDlg.cs) like you had found :optionDlg.cs (You'll see all the other binds like this there, just add this one under)
$RemapName[$RemapCount]= "Jet";
$RemapCmd[$RemapCount] = "mouseJet";
$RemapCount++;
And sometimes, you have to include
moveMap.bind( mouse, button1, mouseJet );
in the fps/client/config.cs too, not just in default.bind.cs
#13
$RemapName[$RemapCount] = "Jet";
$RemapCmd[$RemapCount] = "mouseJet";
$RemapCount++;
These are so you can change the bind within the options menu. These can be found in OptionsDlg.cs I believe.
Also Eric, This was built on a March version of HEAD so I cant be sure that it would even work on the latest head but Gilles said it worked fine, I moved and havent had internet access for a while now thus havent been able to update my game to head. My version of player.cc must not be compatable with the latest version so you will need to go through my file and add in my changes to your version of player.cc and player.h..
The only difference in this and the T2 version is the change in verticle and horizontal impulse based on if you were submerged in water or not.
If anyone wants the water vars to be added, just say the word and I'll slap em in there and update the file. And thanks for the feedback guys, I really appreciate it.
Sam -Liquid-
06/01/2003 (4:10 pm)
@Eric$RemapName[$RemapCount] = "Jet";
$RemapCmd[$RemapCount] = "mouseJet";
$RemapCount++;
These are so you can change the bind within the options menu. These can be found in OptionsDlg.cs I believe.
Also Eric, This was built on a March version of HEAD so I cant be sure that it would even work on the latest head but Gilles said it worked fine, I moved and havent had internet access for a while now thus havent been able to update my game to head. My version of player.cc must not be compatable with the latest version so you will need to go through my file and add in my changes to your version of player.cc and player.h..
The only difference in this and the T2 version is the change in verticle and horizontal impulse based on if you were submerged in water or not.
If anyone wants the water vars to be added, just say the word and I'll slap em in there and update the file. And thanks for the feedback guys, I really appreciate it.
Sam -Liquid-
#14
06/25/2003 (6:18 am)
Works like a charm How about adding an emmitter for this too, who would I got about that
#15
07/01/2003 (6:18 pm)
Thought I'd bump anthony's question, since its a good one
#16
Thanks,
Sam -Liquid-
08/27/2003 (12:18 am)
The server that I had the source on has gone down, could someone who has downloaded this send me the zip file so I can update and add some more features.. Thanks,
Sam -Liquid-
#18
08/30/2003 (2:26 pm)
Thanks Badguy, I got it. Im gonna work on getting the under water jet properties and messing with an emitter for it. Any other ideas for the jet pack you would like to see? Once I am happy with it I will add it to the resource area.
#19
you can go ahead and look at it for a reference, if you'd like.
08/31/2003 (11:38 am)
Hehe I have a resource that I posted forever ago that did almost exact copy of t2 jets + particlesyou can go ahead and look at it for a reference, if you'd like.
#20
06/07/2004 (8:04 am)
Does anyone have Sam's jet pack resource mentioned above?
Torque Owner Badguy
Looks good .. I didnt install it but, it looks to be the most
complete jetpack mod for the engine yet :)