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Cheetah Vehicle turretSlot brakeLightSlot

by Rex · in Torque 3D Beginner · 11/12/2011 (9:12 am) · 0 replies

I've been trying to understand how the cheetah vehicle mounts the 'taillights' and gets them working. I also see how there is an extra keybind that toggles the brakelights on/off[even though the comment in script sez 'headlights']. It seems like it's 'about ready' to mount headlights that turn on/off with a key. I understand that the keyword 'brake' for the function and 'brakelight' for the sequence are important...

As an Artist, I can understand the node schema: 'mountN', 'mountPoint', and the others associated with the various Class of Torque objects. Where I'm failing is understanding where the 'slots' come in and how they've been used for both the turret and the point lights. How a 'slot' gets to become a 'node' for mounting objects/images to...etc.

The turret, is baffling since the object has no 'mountPoint', only a "mount1". This 'breaks' all scripting logic I understand with Torque. As I understand it, the mounting object needs a 'mountPoint' node and the receiving mounted object needs the 'mountN' where N is some integer from 0 to 31[or was in TGE daze].

Please, can someone run over the cheetah's mounting system and how I could use it to add actual 'headlights' to a vehicle with existing 'mountN' nodes? Anyone?!!

Thanks.

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.