GMK Breakables
by Chris Mooney · in Game Mechanics Kit · 03/17/2011 (1:04 pm) · 0 replies
Howdy all,
My apologies I'm not much of a coder, so hopefully I can communicate my intentions properly :).
Our project involves complex destructible environments and I'm attempting to modify the example breakable.cs to spawn a set of shapes instead of playing an animation.
In breakable.cs at line 85. I changed:
to
this works great but of course is just for testing purposes. What I would like to do is spawn a set of shapes depending on the object destroyed either calling up several datablocks or accessing a function. I've made several attempts at doing this but I unfortunately don't have the expertise and our programmer is on vacation for the next 2 weeks. If anyone has any tips or could push me in the right direction I'd be very grateful.
Thanks for any help.
My apologies I'm not much of a coder, so hopefully I can communicate my intentions properly :).
Our project involves complex destructible environments and I'm attempting to modify the example breakable.cs to spawn a set of shapes instead of playing an animation.
In breakable.cs at line 85. I changed:
if(%obj.getDataBlock().breakAnimation !$= "")
{
%obj.playThread(0, %obj.getDataBlock().breakAnimation);
}to
if(%obj.getDataBlock().breakAnimation !$= "")
{
new TSStatic() {
position = %obj.position;
rotation = %obj.rotation;
shapeName = "art/shapes/WallSets/MMWWall34F.dts";
};
new PxMultiActor() {
dataBlock = "px_woodbeam";
position = %obj.position;
rotation = %obj.rotation;
};
}this works great but of course is just for testing purposes. What I would like to do is spawn a set of shapes depending on the object destroyed either calling up several datablocks or accessing a function. I've made several attempts at doing this but I unfortunately don't have the expertise and our programmer is on vacation for the next 2 weeks. If anyone has any tips or could push me in the right direction I'd be very grateful.
Thanks for any help.