[Need Help]t A few things I'm trying to do.
by Neal Guzman · in Torque 3D Professional · 12/12/2010 (5:18 pm) · 6 replies
1. Load up different levels with a level select screen. Upon using the command Startlevel("levels/level1.mis"); The game just freezes.
2. Get health numbers to show above AI when hit. Like in RTS's or some RPG's
I have no idea how to do either of these.
I've tried several variations of coding before I posted here I would appreciate some sort of help here.
As you can see below I'm using my own MenuGui
2. Get health numbers to show above AI when hit. Like in RTS's or some RPG's
I have no idea how to do either of these.
I've tried several variations of coding before I posted here I would appreciate some sort of help here.
As you can see below I'm using my own MenuGui
/-----------------------------------------------------------------------------
function loadMainMenu()
{
// Startup the client with the Main menu...
if (isObject( Menu))
Canvas.setContent( Menu);
Canvas.setCursor("DefaultCursor");
// first check if we have a level file to load
if ($levelToLoad !$= "")
{
%levelFile = "levels/";
%ext = getSubStr($levelToLoad, strlen($levelToLoad) - 3, 3);
if(%ext !$= "mis")
%levelFile = %levelFile @ $levelToLoad @ ".mis";
else
%levelFile = %levelFile @ $levelToLoad;
// let's make sure the file exists
%file = findFirstFile(%levelFile);
if(%file !$= "")
{
createServer( "SinglePlayer", %file );
%conn = new GameConnection(ServerConnection);
RootGroup.add(ServerConnection);
%conn.setConnectArgs($pref::Player::Name);
%conn.setJoinPassword($Client::Password);
%conn.connectLocal();
}
}
}then using the playguifunction PlayGui::onWake(%this)
{
// Turn off any shell sounds...
// sfxStop( ... );
$enableDirectInput = "1";
activateDirectInput();
// just update the action map here
moveMap.push();
// hack city - these controls are floating around and need to be clamped
schedule(0, 0, "refreshCenterTextCtrl");
schedule(0, 0, "refreshBottomTextCtrl");
//push welcome GUI to call the "startourgame" function for our games
if(!$start)
{
canvas.pushdialog(startourgame);
$start = 1;
}
}About the author
I am an GUI Artist, HUD Artist, Texture Artist, GUI Editor, and Programmer and Game Designer/Developer. I know and still am learning c# and torque script. I earned my Bachelors' of Science in Game Design and Development on 12/16/11
#2
so would i put this in my scripts folder and the type is C++ and not the familure torque script that i'm familure with
12/12/2010 (6:10 pm)
It's a nice resource, however I couldn't find the directory to load it up. There isn't a Gui/game folder.so would i put this in my scripts folder and the type is C++ and not the familure torque script that i'm familure with
#3
If that is unfamiliar territory you could try using particles to display the damage information through script.... I remember something from the T2D forums that did this that I thought could be easily adapted to T3D. It simply used a "number set" of particles and figured out what to display through a string to image substitution. When the player is damaged you would then dynamically add a particle emitter node that would be used to pop up the particle "number".
12/12/2010 (6:20 pm)
It is a C++ solution that you would have to add to the engine source and recompile.If that is unfamiliar territory you could try using particles to display the damage information through script.... I remember something from the T2D forums that did this that I thought could be easily adapted to T3D. It simply used a "number set" of particles and figured out what to display through a string to image substitution. When the player is damaged you would then dynamically add a particle emitter node that would be used to pop up the particle "number".
#4
//edit
Seems the RTS kit isn't available anymore.
01/07/2011 (6:55 pm)
I figured out the level select on my own. Still need that RTS simplified code. Not C++ I don't get c++ I struggle grasping this. Maybe it be easier if I got the RTS kit?//edit
Seems the RTS kit isn't available anymore.
#5
Added somethings that I thought were missing.
Any help would be nice.
01/07/2011 (7:17 pm)
also trying to get a paper airplane to fly correctlydatablock FlyingVehicleData(FLYINGVEHICLE2)
{
category = "Vehicles";
spawnOffset = "0 0 4"; //0 0 4
emap = true;
shapeFile = "art/shapes/MyShapes/Airplane/Airplane.dae";
multipassenger = false;
computeCRC = true;
drag = 0.25; //0.25
density = 1.0; //1.0
// jetNozzle1 = playerWeaponExplosionParticle;
// Camera Settings
cameraOffset = 1.5; // Vertical offset from camera mount point // 1.5
cameraMaxDist = 1; //16
cameraOffset = 0.0;
cameraLag = 0.1;
cameraRoll = false; // Roll the camera with the vehicle
minDrag = 81; // Linear Drag (eventually slows you down when not thrusting...constant drag)
rotationalDrag = 100; // Anguler Drag (dampens the drift after you stop moving the mouse...also tumble drag) //60
maxAutoSpeed = 10; // Autostabilizer kicks in when less than this speed. (meters/second) //10
autoAngularForce = 900; // Angular stabilizer force (this force levels you out when autostabilizer kicks in) //900
autoLinearForce = 300; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
autoInputDamping = 0.55; // Dampen control input so you don't` whack out at very slow speeds
// Maneuvering
maxSteeringAngle = 1; // Max radiens you can rotate the wheel. Smaller number is more maneuverable. //1
horizontalSurfaceForce = 10; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning) //20
verticalSurfaceForce = 10; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.) //20
maneuveringForce = 1300; // Horizontal jets (W,S,D,A key thrust) //default 27000
steeringForce = 1200; // Steering jets (force applied when you move the mouse) //6000
steeringRollForce = 10; // Steering jets (how much you heel over when you turn) //500
rollForce = 200; // Auto-roll (self-correction to right you after you roll/invert)//900
hoverHeight = 1.5; // Height off the ground at rest //1.5
createHoverHeight = 1.0; // Height off the ground when created //0.5
maxForwardSpeed = 20; // speed in which forward thrust force is no longer applied (meters/second) //90
// Turbo Jet
// jetForce = 3000; // Afterburner thrust (this is in addition to normal thrust)
// minJetEnergy = 28; // Afterburner can't be used if below this threshhold.
// jetEnergyDrain = 2.8; // Energy use of the afterburners (low number is less drain...can be fractional)
// vertThrustMultiple = 3.0; // Auto stabilize speed
// Rigid body
mass = 10; // Mass of the vehicle //default 300
integration = 3; // Physics integration: TickSec/Rate
collisionTol = 0.6; // Collision distance tolerance
contactTol = 0.4; // Contact velocity tolerance
bodyFriction = 0; // Don't mess with this.
bodyRestitution = 0.8; // When you hit the ground, how much you rebound. (between 0 and 1)
minRollSpeed = 2000; // Don't mess with this.
checkRadius = 5.5;
observeParameters = "0 0 1";
// shieldEffectScale = "0.937 1.125 0.60";
// Ground Impact Damage (uses DamageType::Ground)
minImpactSpeed = 10; // If hit ground at speed above this then it's an impact. Meters/second
speedDamageScale = 0.06;
// Object Impact Damage (uses DamageType::Impact)
collDamageThresholdVel = 23.0;
collDamageMultiplier = 0.02;
nameTag = 'FLYINGVEHICLE2';
};
function FLYINGVEHICLE::onCollision(%thisDB, %thisObj, %otherObj)
{
$PHealth --;
Healthtext.settext("Health =" SPC $PHealth);
if($PHealth > 0)
GameOver();
}Added somethings that I thought were missing.
Any help would be nice.
#6
01/22/2011 (9:48 am)
Should Note the above code is for a paper airplane.
Associate Michael Hall
Distracted...
2) check this Resource