Platforms Players can Ride Version 1.1
by Cinder Games · 01/27/2007 (4:37 pm) · 9 comments
Ok, i'm still alive. Not as active lately. I went ahead and updated my platform code slightly to fix a couple bugs.
www.garagegames.com/blogs/11127/10822
This is the previous blog showing pictures and describing it more.

And for an updated forum thread... go here
www.garagegames.com/mg/forums/result.thread.php?qt=57187
it seemed that there was a bug with what starts the platform moving. It's setup so that when the player and it collide, it starts moving. When the platform was done with it's loop, it seemed to be triggering another collision. and then the pathshape would skip the first node. Either way, it's fixed now. Please post some feed back. If anyone can make it compatble with torque 1.5, let me know.
www.garagegames.com/blogs/11127/10822
This is the previous blog showing pictures and describing it more.

And for an updated forum thread... go here
www.garagegames.com/mg/forums/result.thread.php?qt=57187
it seemed that there was a bug with what starts the platform moving. It's setup so that when the player and it collide, it starts moving. When the platform was done with it's loop, it seemed to be triggering another collision. and then the pathshape would skip the first node. Either way, it's fixed now. Please post some feed back. If anyone can make it compatble with torque 1.5, let me know.
About the author
#2
So yeah, theres room for improvement. Coming soon.. maybe.
01/27/2007 (4:50 pm)
There's still are other issues with this.... Stuff like the platforms will NOT push players around there will be no collisions occuring if the platform runs over a player. This is designed as a starting point. There'd need to be much more work with the collision scheme to enable that type of behavior. Personally i have ideas on how this type of behavior can be dealt with, such as when the player and the platform collide, the platform simply moves the player an offsetted amount without attaching the player to it. but the problem with this is if the player is smashed between a wall and moving platform. It will cause the player to be pushed thru the wall.So yeah, theres room for improvement. Coming soon.. maybe.
#3
01/27/2007 (5:40 pm)
basic shape with collision + play animation thread = lift?
#4
Not sure i follow your logic there. :p
This isn't anything to do with animation. It's a pathshape object, with a collision mesh, with some special coding to attach the player to it.
01/27/2007 (5:41 pm)
@ BarryNot sure i follow your logic there. :p
This isn't anything to do with animation. It's a pathshape object, with a collision mesh, with some special coding to attach the player to it.
#5
01/27/2007 (6:36 pm)
Thanks! I wish something like this was in stock TGE...
#6
01/27/2007 (7:41 pm)
Stock Torque has so much, yet lacks so much.
#7
*** it works in 1.5... YAY!
just used winmerge and compiled..
01/27/2007 (8:27 pm)
Awesome.. Having some issues compiling with tge 1.5 but hopefully i can get it worked out.. :)*** it works in 1.5... YAY!
just used winmerge and compiled..
#8
When I start a mission and use the editor I only have this as a static shape.
05/03/2007 (11:10 am)
I got 1.5 to compile with some slight mods but dont think this is working.When I start a mission and use the editor I only have this as a static shape.
#9
01/04/2008 (2:57 pm)
Ok guys, i'm going to focus this weekend on expanding this "resource" I think i've enough time to do some way cool stuff with it. 
Torque Owner Surge
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