Climbing?
by Charles Wolfsandle · in Torque 3D Professional · 05/14/2009 (2:32 pm) · 20 replies
Will climbing be something that will be working in Torque 3D? I remember seeing a resource for TGE, but it was never for 90 degree objects. It would be nice to have a climbable type built in that could be selected for objects in the editor (the same way that polysoup is).
#2
The new jet stuff is also not exactly 100%; it only applies Z+ thrust, and draws (the wrong amount of) energy in two different places. It also doesn't seem to correctly trigger the jetting animation even if your player model has one.
Crouching looks like it probably does work.. I have my own system for crouch/prone and as such I haven't tried out the built in system yet, but that said the stuff they've added looks very similar.
I would assume all of this stuff will be functional on release, just pointing out some broken bits.
05/14/2009 (4:04 pm)
A lot of the new Player stuff doesn't really seem finished. For example, that swimming code, which looks like it's from my (definitely working) old resource, doesn't actually work because the check it uses for water coverage is unfinished.The new jet stuff is also not exactly 100%; it only applies Z+ thrust, and draws (the wrong amount of) energy in two different places. It also doesn't seem to correctly trigger the jetting animation even if your player model has one.
Crouching looks like it probably does work.. I have my own system for crouch/prone and as such I haven't tried out the built in system yet, but that said the stuff they've added looks very similar.
I would assume all of this stuff will be functional on release, just pointing out some broken bits.
#3
@Henry
If you point me to the jetting bug I can get that fixed.
05/14/2009 (7:00 pm)
Unfortunately the answer is no, there is no concept of climbing in t3d.@Henry
If you point me to the jetting bug I can get that fixed.
#4
05/15/2009 (12:54 pm)
Is threre a possibility of including the climbing resource as part of T3D?
#5
Swimming use to be working in previous versions of the engine but got broken somewhere around TGEA, so fixing this to show of the new water was a priority. And crouching/prone came along for the ride since since they share much of the same code.
But... climbing would require its own whole system, and a significantly more complex one. I don't foresee having time to do this. Also, it seems to me like something better suited as a resource or code+anims pack.
05/15/2009 (1:14 pm)
I'd have to say no. Swimming use to be working in previous versions of the engine but got broken somewhere around TGEA, so fixing this to show of the new water was a priority. And crouching/prone came along for the ride since since they share much of the same code.
But... climbing would require its own whole system, and a significantly more complex one. I don't foresee having time to do this. Also, it seems to me like something better suited as a resource or code+anims pack.
#6
Thanks for the fast response. Maybe this is just the push I needed to learn some coding! I'm an art guy, so that is why I was hoping to see it.
Charlie
05/15/2009 (1:24 pm)
James,Thanks for the fast response. Maybe this is just the push I needed to learn some coding! I'm an art guy, so that is why I was hoping to see it.
Charlie
#7
05/16/2009 (6:48 am)
You may want to look into the 3D adventure kit. I believe thye are making a T3D version
#8
05/19/2009 (4:16 pm)
I have ported this resource:Click Here and gotten it working in T3D. Not true climbing, but it works. I'll post it if anyone is interested.
#9
05/19/2009 (4:27 pm)
Very cool Charles
#10
05/19/2009 (4:30 pm)
I would like to see it. :)
#11
05/19/2009 (9:36 pm)
@Black Cat Studios: That kit is quality, but $5000 is an unrealistic pricing point.
#12
post it, I for one am very interested in getting that resource working in T3D.
05/20/2009 (6:23 am)
@Charles,post it, I for one am very interested in getting that resource working in T3D.
#13
05/20/2009 (7:36 am)
yah, Black Cat, unfortunatly that kit is targeted to a very different audience, and given the reaction from the GG community, you might notice they havent made any posts, changed their price, or even have attempted to make a public layout thats is within reason. I mean really is a climbing code based on triggers a 5k programming job?
#14
05/20/2009 (10:37 am)
I'll post it when I get home tonight
#15
05/20/2009 (11:18 am)
super, thank you Charles.
#16
05/20/2009 (1:54 pm)
I know that this sounds dumb, but I can't find a way to upload files on the post a resource page. Can someone point me in the right direction?
#17
Add a netsynced variable to Player to hold a bool for "isClimbing," add a console function to set this value, turn it on and off when a player enters the trigger. Modify the Player move code to allow swimming if the liquid depth is high enough (current setup, but mSwimming is broken in stock) or your "isCliming" value is true.
Since you're not really in water, the swimming animation won't play. There's some built-in support for a climbing animation I didn't really look at.. it might already have a net-synced flag you can use.
05/20/2009 (2:57 pm)
Since this thread is still going... I'd make a trigger and link it to the swimming code. IE, inside this (very small, up against the ladder) trigger area, act like you're in water and let the player move straight up/down, or side to side as long as they're still against the surface (for large climbable areas.. fences, etc). If they try to move away from the surface, they fall off. If they jump, they fall off. Pretty much exactly what every iD-based engine (including Source) does.Add a netsynced variable to Player to hold a bool for "isClimbing," add a console function to set this value, turn it on and off when a player enters the trigger. Modify the Player move code to allow swimming if the liquid depth is high enough (current setup, but mSwimming is broken in stock) or your "isCliming" value is true.
Since you're not really in water, the swimming animation won't play. There's some built-in support for a climbing animation I didn't really look at.. it might already have a net-synced flag you can use.
#19
05/21/2009 (7:27 pm)
Okay...now I need serious help...I had the resource working in Beta 1 and now it is broken in Beta 2!
#20
05/22/2009 (8:38 am)
If you comment out the following line from game\scripts\server\players\player.cs %obj.setArmThread("look");It will work in Beta2. Anyone know what this function was for?
Torque 3D Owner Edward