mission files - possible to load variables from it ?
by Jeff Yaskus · in Torque Game Engine · 02/23/2010 (12:52 pm) · 4 replies
I'm still learning the ins and outs of TGE ... trying to design operations that happen on mission loading.
1) I'd like to store a minimum and maximum elevation variable within my mission file.
So when the mission loads, I can randomly add rocks and trees between elevations of these values.
(they can't be contained within the mission file themselves as they are "resources" to be harvested and not static objects)
2) Create a data block (or reference an existing DB) ... so I can change the music when the module loads.
That way, I can have music for the MENU gui ... and when you select a given mission,it starts its own music.
--
Can anyone point me to some examples of how this might be done?
1) I'd like to store a minimum and maximum elevation variable within my mission file.
So when the mission loads, I can randomly add rocks and trees between elevations of these values.
(they can't be contained within the mission file themselves as they are "resources" to be harvested and not static objects)
2) Create a data block (or reference an existing DB) ... so I can change the music when the module loads.
That way, I can have music for the MENU gui ... and when you select a given mission,it starts its own music.
--
Can anyone point me to some examples of how this might be done?
About the author
Long time gamer, hacker and programmer. With dreams of making video games -
#2
it is as simple as writing in your scripts "MissionInfo.yourvariable". I wish I could give a better explanation but I am in a hurry...hope that helps!
02/23/2010 (1:34 pm)
you can access any variable you put in the missionInfo block easily.it is as simple as writing in your scripts "MissionInfo.yourvariable". I wish I could give a better explanation but I am in a hurry...hope that helps!
#3
02/23/2010 (10:11 pm)
Quote:(they can't be contained within the mission file themselves as they are "resources" to be harvested and not static objects)Just to be clear, you can save dynamic objects in the mission itself - you just can't do that if you want, for example, random placement of resources each time the mission loads.
#4
and my echo test shows the values 118 and 130 -- that works great - amazing!
02/24/2010 (12:52 am)
Thanks guys ! I added (2) fields under the missionInfo {} in the mission file ... set the variables to 118 and 130. The global.cs has it defined as 0 and 80 and my echo test shows the values 118 and 130 -- that works great - amazing!
// JY - test to see if I can read it from the mission file
%treeMin = MissionInfo.treeline;
%rockMin = MissionInfo.rockline;
if (%treeMin $= "")
%treeMin = $Game::TreeLine; // default if not found in mission file
if (%rockMin $= "")
%rockMin = $Game::RockLine; // default if not found in mission file
echo("seedResource: treeMin=" SPC %treeMin SPC ",rockMin=" SPC %rockMin);
Torque Owner Jeff Yaskus
jy games
new ScriptObject(MissionInfo) { desc0 = "This mission provides a simple set-up where you can play around with the features of the RTS Starter Kit. You can select units, run them around, play with the camera, and get a feel for how the pack works."; team0 = "Aces"; team1 = "Skulls"; team2 = "Ponies"; team3 = "Rawr!"; name = "Example Mission"; };