Game Development Community

Boats

by Justin Maynard · in Torque Developer Network · 08/15/2010 (11:43 pm) · 3 replies

Hello, I am just starting to learn scripting and had a question, what would I need to do to set up a boat as the actor?

#1
08/17/2010 (1:29 am)
I made a boat in a test game once. In order to do it, I had to make my boat like a vehicle. (IE: Eye, Cam, Mount0 to whatever nodes)
Then used a hover vehicle script to make it...umm...float? It was totally bugged and didn't work anywhere near what I expected eccept that it did appear to float. (no bobbing up and down with the waves tho)

In order to make it properly, you would have to derive from eather wheeled vehicle or hover vehicle to make custom code for it. (I'd bet that's what Buccaneers did)
There are no "floating vehicles" in torque.

Oh, one more little side affect...it umm... would fly into space when it hit the terrain. (not desired effects)
Anyway, good luck. Make your own vehicle code and it would work better.
#2
08/18/2010 (2:14 am)
If you added proper buoyancy calculations to ShapeBase (do a 'find all references' on mBuoyancy, I've forgotten where it's updated), then you could get some reasonable floating action. Then it'd be a matter of using some sort of vehicle that doesn't have to be touching the ground to move. Either a new class or something like, as Mike said, HoverVehicle.
#3
08/31/2010 (2:57 am)
I'am wanting to make the boat the actor, not a mountable vehicle. Sorry I should have put that in my first post. So far I have the boat in game as the actor, I can drive it all over the place execpt water, it sinks.That being said, am I still looking in to makiing it hover on water?