Game Development Community

1 item multiple mount points

by Neil Marshall · in Torque Game Engine · 07/06/2002 (1:00 pm) · 5 replies

In my game I have 1 rollerblade mesh and 2 mount points on my characters feet. I'm trying to modify the rifle/crossbow code so that it takes the one mesh and applies the same one to 2 different mount points.

The only problem is mountPoint in rifle.cs is just a standard variable, and I would like to change it to an array. My problem is that I can't seem to figure out what code reads in the mountPoint variable to actually attach the mesh.

Can anyone point me in the right direction?

#1
07/06/2002 (2:12 pm)
The code that attachs an object to another is in the GameBase class IIRC... but could you explain a bit more what you are trying to do? It sounds odd to change the mountPoint variable....
#2
07/06/2002 (6:07 pm)
I have one shoe modeled and I want to clone it, mirror it, then place one on each foot.

For now I'd settle for two left feet though.
#3
07/06/2002 (6:16 pm)
Well i would create two shoe objects and mount one in each foot instead...
#4
07/08/2002 (12:38 pm)
Or create two image datablocks: one left, one right, that reference the same shoe shape. The image datablocks can have shape rotations and translations (no mirror though).
#5
07/08/2002 (2:39 pm)
Can you clarify what the difference between ImageData and just Data is?

I see in the ImageData for the rifle image className = "WeaponImage"; is defined and then in weapon.cs there is a WeaponImage defined with an onMount event, but I don't actually see where it does the actual attaching of the object to the player.

To me it looks like it's attaching the ammo to the slot.
function WeaponImage::onMount(%this,%obj,%slot)
{
   // Images assume a false ammo state on load.  We need to
   // set the state according to the current inventory.
   if (%obj.getInventory(%this.ammo))
      %obj.setImageAmmo(%slot,true);
}

I'm just generally confused as to how the images and data fit together.