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:
in my Scripts/Server/gameCore.cs i added the reactor...
but i am unable to select the reactor - it's not in my inventory.
what am i missing?
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?
About the author
#2
i think i made a few of them a little more bald......
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
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?
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
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.
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.
Associate Steve Acaster
[YorkshireRifles.com]
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).