Game Development Community

Moving Objects/Shapes in Torque3D

by Kyle Morrand · in Torque 3D Beginner · 04/04/2013 (11:56 pm) · 7 replies

Hi there everyone,

This is my first post on GarageGames.com so I'll start with a quick introduction. My name is Kyle Morrand and I am pretty new to game development. I have been spending the past 9 months getting my hands dirty with as much as I possibly can. Torque has been very good to me so far and I've learned a lot about scripting and game design with this engine.

However, I am currently working on a project(of which I hope to soon start posting about on these blogs) but I have run into an issue. I can't seem to find a reasonable way to make objects move around in the 3D space on their own. I am working on a 3D platformer and I hit this snag trying to make a simple moving platform. This seems to me like a simple function the game engine would have, so maybe I am just missing something.

I have tried using the Path and Markers built into the engine, but am not understanding how to 'mount' a shape to this Path. I have searched through many blogs/resources on this website and have found old references to PathShapes in the older version of the engine, however those no longer exist in Torque3D 2.0. I also tried to implement the Verve add-on to my build of the game engine, but it just gave me an unstable tool that seemed to be incompatible with Torque3D 2.0.

Here are some of the blogs/resources that I went through already:
http://www.garagegames.com/community/resources/view/4849
http://www.garagegames.com/community/blogs/view/10822
http://www.garagegames.com/community/forums/viewthread/47074
http://www.garagegames.com/community/forums/viewthread/95951

If anyone could give me some information/help/tips on this subject it would be much appreciated.

Kyle Morrand
BlinkCoded

About the author

Blink Coded is an independent game development company with a focus on creating a unique and quality story through the medium of games.

Recent Threads


#1
04/05/2013 (1:42 am)
"a simple moving platform."

try this one:
http://www.garagegames.com/community/blogs/view/20385

u will need to do some fixing on c++ side to make it work with t3d 2.0

+some of attachXXX() functioon does not work.in that case u can create a mount point on shape.then mount player on it.

issue:
https://www.garagegames.com/community/forums/viewthread/131477

#2
04/05/2013 (8:07 am)
Look in scripts/server/aiplayer.cs, specifically the spawnOnPath(), followPath(), moveToNextNode() and moveToNode() methods.
#3
04/05/2013 (10:40 am)
@ashan: I'll take a close look a those files and see if I can possibly implement them. What would I need to fix on the C++ side to make it work? What changes were made from 1.1 to 2.0?

@Richard: Would a suitable method be to just make the mesh for an aiPlayer the shape that I want? But I would think that the player would just slide off of the mesh at that point.

Also, to anyone willing to help, if you would like to collaborate on making a finalized resource of this for T3D 2.0, just post here any progress or email me. I think that would be helpful for people to come, as this seems to be a typical game mechanic that T3D is currently lacking.

Unless there are plans to fix it in T3D 3.0?
#4
04/05/2013 (12:20 pm)
Can a trigger attached to the moving object be used to perform dynamic mount/unmount? All SceneObjects can do this now. No need for mount points anymore. It will do relative mounting. You might have to fudge the offset. I don't remember.
#5
04/05/2013 (12:52 pm)
"What would I need to fix on the C++ side to make it work? "

i did make it work partially with t3d 2.0.but that was ok for my need.
if i can manage time then will post the files and scripts.
then someone will have to fix other parts.

" No need for mount points anymore. It will do relative mounting."
never actually heard of it.
is there any old thread or doc on it?
#6
04/05/2013 (1:24 pm)
@ahsan: If you could post those files, that would be really helpful. And if you do post it, can you state what you did fix, and what "other parts" would need to be fixed?

@demolishun: how would you attach the trigger to the moving object? would it just be parented to the moving object or?
#7
04/05/2013 (5:24 pm)
Mount it in the editor. It will create a persistent link or somesuch. If you do it dynamically it might take a bit more investigation.