Platforms Players can Ride Version 1.1
by Cinder Games · in Torque Game Engine · 01/27/2007 (4:34 pm) · 268 replies
Platforms Players can Ride Version 1.2!!!!!!
with Dynamic object Attachment
###################################
##This post has been edited and updated 2/13/07 ##
##################################

Here's the new and improved files you'd need.
Version 1.2
subvoicestudios.com/~ramensama/torque1.5.2.zip
1.7.2008
What's new? There are several new features and improvements.
1) Removed or reduced jitter caused by multiple players on a platform
2) Support for new items on platforms. Now Items, Shapes, lights, particle emitters, and possibly others!
3) Object to object Attachment. Players can now attach Items, shapes, etc to them. Even the attached objects can attach more objects to themselves!
4) Reduced the number of code changes.... a little.
This must be extracted in the base torque directory where it's installed...
c:/torque
or whatever. it's designed to simply overwrite a stock install of torque.
Afterwards you must add pathshape.cc and pathshape.h to your project in visual studio or whatever.

To attach an object, you must use this syntax:
ParentObject.attachChild(ChildObject);
So if you want to attach an item to the player, move the player towards the object, press F11 to get the object ID. Press ~ and type in $player.attachchild(ObjectID);
The item is now attached to the player.
$player.detachchild(ObjectID); is how to remove the object.
Ancient Versions of the code can be found here.
These are version 1.1, not the newest version and probably have bugs that the newer code does not.
Here's a link to the new updated code. It's for torque 1.4...
subvoicestudios.com/~ramensama/torque.zip
And for Torque 1.5
subvoicestudios.com/~ramensama/torque1.5.zip
with Dynamic object Attachment
###################################
##This post has been edited and updated 2/13/07 ##
##################################

Here's the new and improved files you'd need.
Version 1.2
subvoicestudios.com/~ramensama/torque1.5.2.zip
1.7.2008
What's new? There are several new features and improvements.
1) Removed or reduced jitter caused by multiple players on a platform
2) Support for new items on platforms. Now Items, Shapes, lights, particle emitters, and possibly others!
3) Object to object Attachment. Players can now attach Items, shapes, etc to them. Even the attached objects can attach more objects to themselves!
4) Reduced the number of code changes.... a little.
This must be extracted in the base torque directory where it's installed...
c:/torque
or whatever. it's designed to simply overwrite a stock install of torque.
Afterwards you must add pathshape.cc and pathshape.h to your project in visual studio or whatever.

To attach an object, you must use this syntax:
ParentObject.attachChild(ChildObject);
So if you want to attach an item to the player, move the player towards the object, press F11 to get the object ID. Press ~ and type in $player.attachchild(ObjectID);
The item is now attached to the player.
$player.detachchild(ObjectID); is how to remove the object.
Ancient Versions of the code can be found here.
These are version 1.1, not the newest version and probably have bugs that the newer code does not.
Here's a link to the new updated code. It's for torque 1.4...
subvoicestudios.com/~ramensama/torque.zip
And for Torque 1.5
subvoicestudios.com/~ramensama/torque1.5.zip
#262
How difficult would this be to implement in TGEA 1.8.1?
04/27/2009 (12:58 pm)
I have a new comment for you! :)How difficult would this be to implement in TGEA 1.8.1?
#263
04/28/2009 (3:34 pm)
I am having difficulty with this. Can you provide a guide to port this to TGEA 1.8.1?
#265
I put all the files in the correct places, but what is this .patch file for? And those map2dif things? Do I need to use the map2dif? What if I use constructor?
The readme file is no help at all, it says the .patch file will do everything I need it to, but it only opens up as a text file!
Is there any manual way to install this?
EDIT: Nevermind, I downloaded the older files.
12/05/2009 (10:46 pm)
I am having trouble with this, I can't seem to get this installed because there are no relevant directions.I put all the files in the correct places, but what is this .patch file for? And those map2dif things? Do I need to use the map2dif? What if I use constructor?
The readme file is no help at all, it says the .patch file will do everything I need it to, but it only opens up as a text file!
Is there any manual way to install this?
EDIT: Nevermind, I downloaded the older files.
#266
Thanks a lot.
(And sorry for my mistakes in English, I'm french so i try to use my school experience as well as i can )
03/31/2010 (5:51 pm)
Hello, the link seams to be dead, so does anybody can provide a new link, or send it to me to shyne99@hotmail.com I really need it cause i'm trying to implement an elevator in my projects since an entire week now without any success.Thanks a lot.
(And sorry for my mistakes in English, I'm french so i try to use my school experience as well as i can )
#267
torque.abigholeintheweb.com/public_system/useruploads/PathShape_TGEA_1.8.1.zip
That will give you the version for TGEA 1.8.1. I'm sure it would be possible to reverse-port this to TGE.
Personally, I think it's really surprising that no basic support for elevators and moving platforms ever made it into the engine. I'm hoping that this gets addressed at some point in the T3D physics abstraction, when objects become capable of apply force to the player object.
04/01/2010 (1:10 pm)
Not sure where you can find the original TGE version... I used to have it, but that was a couple reformats ago.torque.abigholeintheweb.com/public_system/useruploads/PathShape_TGEA_1.8.1.zip
That will give you the version for TGEA 1.8.1. I'm sure it would be possible to reverse-port this to TGE.
Personally, I think it's really surprising that no basic support for elevators and moving platforms ever made it into the engine. I'm hoping that this gets addressed at some point in the T3D physics abstraction, when objects become capable of apply force to the player object.
Torque Owner Michael Schaumburg
it working, I have the Problem that I cannot adjust the flags and the position inside the mission editor. I have to rename it again to touch
it. Is there the possibility to name it from the beginning PathShape
that I have the control from the mission editor ?