Game Development Community

Basic movement code

by Rex · in Torque 3D Beginner · 06/26/2010 (12:51 am) · 3 replies

I pronounce these aspects/functionality of the Player Class movement code in T3D pro 1.1 Beta_1 Broken??!

They are:

'land' sequence: I never see it played, even if falling from extreme heights....even if I put triggers for footprints on Frame #1 of 'land'....?huh? Nada...straight from 'fall' to 'root'; no 'land'...What up with that? Gideon never plays his....Gideon is the 'new' KORK, right?

'crouch_side' sequence: A total NO GO...you can generate a 'crouch_side' DSQ, but it never gets called....even with Ground Transform data. Even 'steamy' Gideon never seems to call this sequence...and he's the SDK 'example' of a working player avatar, right? He's got a 'crouch_side' DSQ loading via TSShapeConstructor....What up with that?

'Prone'* sequences[all]: How exactly do these get called by the engine? Anyone? Coders? Why does 'steamy' dude Gideon NOT have any of this movement animation in a DSQ file?!!?

A new public build is coming soon.....I hope these 'issues'[if indeed, they are valid issues/bugs] are sorted in the next release of the product....what ever happened to 'Drag and Drop'?

It's very hard to check content functionality for the currently selling engine; if the SDK code does not allow for 'stock' functionality to exist....for the Artist out there.

Does QA and Usability Dept. know of these issues?....maybe I've got something very wrong, but I really don't see this movement 'code' working for art assets...so, you check to see if the DSQ loads into a shape with 'some' viewer, cross your fingers, kiss them 3 times...and hang on for the bumpy ride ahead.....down a dimly lit road, with a 'map' saying there's a 'turn' in the road ahead....but I don't see it!

About the author

Rex does all his 3D graphics through BrokeAssGames and is currently working on DSQTweaker, Ecstasy Motion, and other interesting projects yet to be revealed. Just ask him about anything DTS/DSQ related, he's happy to help.


#1
06/26/2010 (1:58 am)
Yep, there's a few issues that seem to have got busticated in Player movement, which have been reported and I believe fixed for the next release (hopefully!).

"Land" animation fails in stock. (also no fall damage)

"Crouch_Side" is a duplicate of Crouch_Forwards.(not sure this got promised as a fix ... but the code fix is Linky for the only piece of successful coding I have ever done in my life!

"Prone" ---> historically there's been various issues with prone, most noteably AIPlayer's default to it ... though I think that is fixed in 1.1 ... But anyhoo, I believe that's the reason Prone got pulled from Gideon's anims.
#2
06/26/2010 (1:20 pm)
Thanks, Steve!

Also very curious about 'swimming'....

I can get my player swimming forward, back, but the side swims are proving tricky for me to get right. Gideon performs his swims beautifully, I mimiced his setups[or so I thought], and get him transforming in the direction I want[left/right], it's in his playing the animation fully, it seems to stop on my seqeunce....and not 'cycle' thru.

Been fooling with the Ground Transforms...even input the values associated with the Gideon DSQ's, but still same result, I get movement, but animation is not cycling; plays once/twice stops. My back was doing this and I got that working.....so I'm on the right track me tinks with GT's[as I call `em] and sequence playback/terrain distance.
#3
06/28/2010 (10:58 am)
Ah....swimming is good. It gets you away from predatory fishes and mammals and reptiles....


And I got it sorted, whoo hoo! Swimming like a fishie...