How to remove DIF collision?
by Jason Gossiaux · in Torque Game Engine · 02/18/2008 (8:47 am) · 3 replies
I was wondering how people have gone about implementing preview placement of buildings in RTS type games. I know how to "place" DIF buildings where I want in my game world. I'm even working on a resource to have it follow the mouse over the ground - but I need the DIF to be non collidable so it doesn't interfere with the world during placement. I was even considering using a globular DTS shape for the preview since I don't really need to be dragging the real DIF all over the place. Any thoughts or suggestions would be appreciated.
About the author
#2
02/18/2008 (9:18 am)
Ahh I see. Thank you for the tip. I've tried Quark and Constructor without having decided on either, yet. I know the RTS kit claims to do all this for you, but seeing as how it would need to be ported, isn't supported by Garage games, and adds additional cost - I'd rather skip it for the moment.
#3
http://www.garagegames.com/mg/forums/result.thread.php?qt=25559
Its a little old, but with some modifications (placement of where the code goes) it still works just fine. and this way you wouldn't be compiling multiple DIFs for the same interior.
02/26/2008 (2:11 pm)
I was just asking the same thing, just a few hours ago, but before posting anything I managed to find this.http://www.garagegames.com/mg/forums/result.thread.php?qt=25559
Its a little old, but with some modifications (placement of where the code goes) it still works just fine. and this way you wouldn't be compiling multiple DIFs for the same interior.
Torque Owner Zach