Game Development Community

New Throwable -> How to?

by WaxyChicken · in Torque 3D Beginner · 10/29/2014 (12:24 am) · 5 replies

So i want to make an object that can be thrown.
I'll worry about the details of it later, for now i just want to get it actually In-Game and build on it from there.

so i made an animation in Maya and tested that animation in T3D (3.6.1) - no problem.

I followed the guide here:
http://www.garagegames.com/products/torque-3d/fps#/5-weapons

i base the data off of AITurretShape

in art/datablocks/player.cs i added the reactor:

mainWeapon = Ryder;

   maxInv[Lurker] = 1;
   maxInv[LurkerClip] = 20;

   maxInv[LurkerGrenadeLauncher] = 1;
   maxInv[LurkerGrenadeAmmo] = 20;

   maxInv[Ryder] = 1;
   maxInv[RyderClip] = 10;

   maxInv[ProxMine] = 5;

   maxInv[DeployableTurret] = 5;
   
   maxInv[Reactor] = 1;

in my Scripts/Server/gameCore.cs i added the reactor...

%player.clearWeaponCycle();
   
   %player.setInventory(Ryder, 1);
   %player.setInventory(RyderClip, %player.maxInventory(RyderClip));
   %player.setInventory(RyderAmmo, %player.maxInventory(RyderAmmo));    // Start the gun loaded
   %player.addToWeaponCycle(Ryder);

   %player.setInventory(Lurker, 1);
   %player.setInventory(LurkerClip, %player.maxInventory(LurkerClip));
   %player.setInventory(LurkerAmmo, %player.maxInventory(LurkerAmmo));  // Start the gun loaded
   %player.addToWeaponCycle(Lurker);

   %player.setInventory(LurkerGrenadeLauncher, 1);
   %player.setInventory(LurkerGrenadeAmmo, %player.maxInventory(LurkerGrenadeAmmo));
   %player.addToWeaponCycle(LurkerGrenadeLauncher);

   %player.setInventory(ProxMine, %player.maxInventory(ProxMine));
   %player.addToWeaponCycle(ProxMine);

   %player.setInventory(DeployableTurret, %player.maxInventory(DeployableTurret));
   %player.addToWeaponCycle(DeployableTurret);
   
   %player.setInventory(Reactor, %player.maxInventory(Reactor));
   %player.addToWeaponCycle(Reactor);

but i am unable to select the reactor - it's not in my inventory.
what am i missing?

#1
10/29/2014 (5:50 am)
Keybinding? scripts/client/default.bind.cs
Also note there is a scripts/client/config.cs which saves out keybinds (for rebinding) can't remember if it gets updated or not when adding new key commands but it'll be reset/deleted if you cleanPreferences.bat.
Also check script/server/weapon.cs (I think) that might be where looping through the mountable objects are (not sure might be elsewhere).
#2
10/29/2014 (5:53 am)
Thanks to the lovely people in the chatroom i found on the GarageGames website, it's determined to be a cross-type issue.

i think i made a few of them a little more bald......
#3
10/29/2014 (7:10 am)
I'd say study the proximity mine - it's basically what you're trying to reproduce, after all....
#4
11/05/2014 (12:38 am)
Alright, after trying numerous times, and failing, to make a new Turret i have scrapped that.
and i've tried to make a new Proximity Mine.
and that is failing.

the problem is simple: I can't get him to pull it out.

after repeated tries i decided to attempt something that SOUNDS simple to me:copy the ProxyMine to have a new kind of ProxyMine.

but i'm doing something wrong. My character still can't select it and there are still NO errors.


Symptoms:
player cannot scroll to the new ReactMine item.
Instead of skipping the item, he merely refuses to switch to it.
No errors are generated in the log.

Reactor Datablock:
http://pastebin.com/bSzJZkjs

datablocksExec , GameCore:Loadout, player.cs :
http://pastebin.com/fXwysYvd

can ANYONE tell me what i'm doing wrong?
#5
11/05/2014 (3:07 am)
Special thanks to SimonLove.
he/she pointed me to /scripts/server/proximityMine.cs and other scripts in that directory which handle Non-Gun weapons.


the missing piece of the puzzle was to make a
/scripts/server/reactorMine.cs file, add it to the
/scripts/server/scriptsExec.cs with what changes i need.