Making new action maps not working
by Stephen · in Torque Game Engine Advanced · 03/14/2009 (2:30 am) · 6 replies
I'm trying to create 2 modes of combat for my project. Mode 1, players can only use guns (first person view only); Mode 2, players can only use melee weapons (third person view only).
Now in default.bind.cs, I have made this function,
Now they works fine but when testing that out in multiplayer that only works on the server. So then I changed the script in commands.cs to read
Also what can I do to make the clients view change as well.
Now in default.bind.cs, I have made this function,
function CombatMode(%val)
{
echo("Combat Mode Activing...");
commandToServer('CombatMode');
}
moveMap.bind( keyboard, tab, CombatMode );In commands.cs (server)function serverCmdCombatMode(%client)
{
moveMap.pop();
combatMap.push();
ServerConnection.setFirstPerson(false);
}Now they works fine but when testing that out in multiplayer that only works on the server. So then I changed the script in commands.cs to read
function serverCmdCombatMode(%client)
{
//moveMap.pop();
//combatMap.push();
//ServerConnection.setFirstPerson(false);
commandToClient(%client, 'ChangeToCombat');
}Then made a new function on the client like this.function ChangeToCombat()
{
echo("Combat Mode... Actived!");
moveMap.pop();
combatMap.push();
}Then I test that out and get this in the consoleclientCmdChangeToCombat: Unknown command.
Also what can I do to make the clients view change as well.
#2
03/14/2009 (7:03 am)
@Tek0 - when you find the answer to your problem, post the solution in your thread, it'll help others who stumble into the same problem.
#3
This is what I did to change to the new key binds.
03/14/2009 (12:10 pm)
Default.bind.cs (client)function SwitchKeyBind(%val)
{
if (%val)
commandToServer('SwitchKeyBind');
}
moveMap.bind( keyboard, tab, SwitchKeyBind );commands.cs (server)function serverCmdSwitchKeyBind(%client)
{
commandToClient(%client, 'SwitchKeyBind');
}clients.cs (client)function clientCmdSwitchKeyBind()
{
moveMap.pop();
newMap.push();
}This is what I did to change to the new key binds.
#4
09/02/2009 (6:54 pm)
For those working with T3D, I was trying to add a new key to the mapping and found I also needed to add the new key to scripts\client\config.cs
#5
09/02/2009 (7:38 pm)
Technically config.cs should be deleted when you make such changes. It will automatically be regenerated for you.
#6
09/02/2009 (8:31 pm)
When I was working on this, it was with TGEA 1.8.1.
Torque Owner Stephen
GearedMind Studio