Game Development Community

Putting Mount Points Back In

by Chip Lambert · in RTS Starter Kit · 04/15/2008 (7:53 pm) · 4 replies

Hello guys, another question, as I said I'm back and now I'm just full of questions. :)

I want to add mount points back into the models. I know they were removed for effieciency purposes, and I completely agree with that. However the project I'm working on now, at most there would ever be about 20 units or so on a screen at one time, so I don't think there would to much of a lag issue (I could be wrong, I admit).

I'm not sure however where all the code for mount points are. I know some is in:

shapeBase.h
shapeBase.cc
shapeImage.cc

Is there any other files I'll need to merge?

Thanks guys.

#1
04/15/2008 (8:25 pm)
Chip, off the top of my head I think that's pretty much it, except for the image rendering functions in player class.

Player::renderMountedImage
#2
04/15/2008 (8:30 pm)
Thanks Dave. I couldn't remember if it was in the player class or tucked away somewhere else.
#3
04/15/2008 (9:54 pm)
Hi Chip,

I'm going from memory, but I *believe* the only mount point code that was removed in the RTS-SK, was actually networking code. So you can still mount/unmount stuff in the RTS-SK, if you can do it solely only the client side.

You could override onAdd() (in either TorqueScript or C++, I think), check whether the object is a ghost object, and then do your mounting there. Of course that assumes you've got the info you need on the client side - what to mount, ghost object ids, etc.

Alternatively, if you want to put the networking code back in, it's in RTSUnit.cc's packUpdate() / unpackUpdate(). The RTS-SK replicates that code from ShapeBase, and skips over ShapeBase's implementation.
#4
04/16/2008 (6:22 am)
Thank you Geom. Thinking back, I believe I remember someone from GarageGames (may have been Josh Williams) saying that is what was removed. I'll try it out and see what happens. Thanks to both you and Dave.